## About
This mod adjusts the *Streaming Chunk KB* setting based upon whether the game state is currently in the menu or in-game. This is done to work around [a severe framerate drop when leaving steel sights mode](https://www.reddit.com/r/paydaytheheistmods/comments/55g76b/5_simple_small_mod_requests/d8b3dq2), while still allowing game resources to be loaded at full speed if the local player has not spawned into the level yet.
## Preview
![Mod options](https://i.imgur.com/S7MtrNi.png)
## Usage
Installation of the mod is straightforward - simply install the mod the same way as any other BLT mod. This mod integrates its options menu as a submenu of BLT's *Mod Options* menu.
## Credits
- The localizations loading code was from *TdlQ*'s excellent Lobby Player Info mod
- This mod was requested by *slidedrum*
- This mod was improved upon with feedback from *slidedrum* and *McKillem* (also; shoutout to *Sounds\_of\_the\_Future* as well for letting more people know of the existence of this mod prior to its formal release)
## Download
[http://download.paydaymods.com/download/latest/adaptivestreamingchunksize](http://download.paydaymods.com/download/latest/adaptivestreamingchunksize)
## Changelog
0.0.1 / revision 1:
- Initial private release
0.0.1.1 / revision 2:
- Replaced the MenuSetup:init_finalize() hook with a generic one applied on
Setup:init_finalize() instead so it is invoked across all game states
- Replaced the NetworkGameSetup:init_finalize() hook with one applied on
PlayerManager:spawned_player() to resolve issues with the setting
adjustment being triggered too early
0.0.1.2 / revision 3:
- Added additional hooks to force the Streaming Chunk KB setting back to 4096
for the following game states:
- Main menu
- Transitioning from in-game back to the main menu / lobby (applies to both
contract termination and quits)
- Level restarting
- IngameLobbyMenuState (i.e. when the mission briefing GUI is shown)
0.0.2 / revision 4 'Slower than sloths, molasses, and glaciers':
- Initial formal release
- Updated for compatibility with BLT 2.x
- Added an empty placeholder icon (cba to make a proper one atm)
- Fixed the setting adjustment not being triggered for Crime Spree hosts
(thanks to TheRobbebas for reporting the issue)
- Added Mod Options configuration menu
- Added options for controlling the minimum and maximum streaming chunk size
overrides applied by the mod (minimum defaults to 128 since 32 is likely to
be too aggressive)

This mod will automatically switch your weapon to a predefined fire mode when aiming down sight.
ADS fire mode is on "single" by default, you can edit this in *playerstandard.lua* (line 1).
![Example gif](http://i.imgur.com/hJ2Fmgf.gif)
You can now choose to deactivate the mod for specific weapons, as below.
![Blacklist example](http://i.imgur.com/BgCYA7k.jpg)
[Download](http://download.paydaymods.com/download/latest/ADS_FM)

Adds the states of the assault in the assault corner banner. This only works if you host your game.
Includes:
- Control state
- Anticipation state
- Build state
- Sustain state
- Fade state
Customization:
- Textlist (make your own custom one in the localization!)
- Colors
Compatible:
- Compatible with the vanilla assault banner, and probably Restoration mod since it shares the same functions I'm using.
- Compatible with the PDTH Hud assault triangle.
- Compatible with Wave Survived.
http://download.paydaymods.com/download/latest/assaultstates

This mod fixes the bug sound when you fire a single bullet in auto fire, which for most weapons produces a second bullet sound.
If you notice a sound bugged weapon, please ensure you don't have any conflicting mod (such as audio mods affecting weapons), if the same phenomenon occurs with vanilla sounds, please report it on the LastBullet page's comments.
Thanks to 90e for original script.
[Direct download](http://download.paydaymods.com/download/latest/AFSoundFix)
[LastBullet page with download](http://forums.lastbullet.net/mydownloads.php?action=view_down&did=1458)

Now supports BLT v2
---
A fixed version of [DarKobalt and 90e's original script.](http://paydaymods.com/mods/29/AFSoundFix) According to user reports and personal experience, the original script currently causes crashes, and has not been updated since 11-10-15, over two years ago.
---
**This lil' mod fixes an issue in the base game where two gunshot sounds play when firing one shot in auto-fire mode.**
*That's really all there is to it.*
Please note that the method this code uses involves playing the single-fire noise several times instead of using the auto-fire noise at all (except in cases where the weapon has no distinct auto-fire noise, such as the Minigun, Flamethrower, or Saw, which use a looped fire noise instead. Thus, if you have custom weapon sounds, you'll probably never hear those auto-fire sounds for most weapons :(
---
Known issues:
* Brief moments of existential dread
Planned:
* bees?
---
** Please let me know if you have questions about or issues with this mod!** Although I'm not the author of the original mod, I'll do my best to help.

## About
Annoyed about being unable to pick money bundles / bags up on Birth of Sky? Chances are, you forgot to ditch your parachute 'bag' after landing (again).
But that's what this simple mod takes care of, so you don't have to do so manually. As soon as your character touches down, the parachute will automatically be thrown without requiring any further interaction on your part.
## Usage
Installation of the mod is straightforward - simply install the mod the same way as any other BLT mod. No configuration is necessary.
## Download
[http://download.paydaymods.com/download/latest/autodiscardparachute](http://download.paydaymods.com/download/latest/autodiscardparachute)
## Changelog
0.0.1 / revision 1:
- Initial release

## About
This little mod re-enables the main menu backdrop camera's transition animations. It is inspired by [*LASTBULLET_WOLFY*'s .pdmod-based mod](https://steamcommunity.com/app/218620/discussions/15/620695877109353404/) of the same name. However, unlike the other mod, this mod is entirely Lua-based, so game updates are safe (now you can have your cake and eat it, too!).
## Preview
*(low framerate, size-restricted version, 3.24 MB)*
![](https://thumbs.gfycat.com/BeneficialMediocreCanary-size_restricted.gif)
[Click here for the full-size version](https://gfycat.com/BeneficialMediocreCanary)
## Usage
Installation of the mod is straightforward - simply install the mod the same way as any other BLT mod. No configuration is necessary.
## Credits
- *LASTBULLET_WOLFY* for releasing the original mod, otherwise I would never have known about the existence of the transition animations
## Download
[http://download.paydaymods.com/download/latest/badasscamera](http://download.paydaymods.com/download/latest/badasscamera)
## Changelog
0.0.1 / revision 1:
- Initial release
0.0.1.1 / revision 2:
- Improved compatibility with other mods that also hook the
MenuSceneManager:set_scene_template() method
0.0.1.2 / revision 3:
- Blacklisted the 'blackmarket_armor' scene template to avoid zooming through
the entire universe

This mod changes colour of bags' contour.
- By default, lootbags get a colour depending on their weight.
- Specific colours can be set in menu options.
- Bodybags loose their contour as soon as the heist goes loud.

Do you get bored while waiting for the thermal drill to finish but are too comfortable to wear that clunky armor and do it loud? Did you ever wish you could hear more of Bain (Honestly, who doesn't)? Then this mod will be perfect for you. While waiting around for that damn drill to finish (or while shooting cops - I'm not judging), you can now ask questions to Bain via chat. Certain words and phrases will trigger a vocal response from Bain that will be hearable by all players in your lobby ("your" as in: You have to be the host).
So go on, download the mod and find out what Bain has to say (or be a party pooper and look through the code to find out)!

This HUD addition lets you keep a focus on your health and armor status, by showing it additionally in the screen center, where your eyes likely are most of the time anyways.
To not actually block your vision, there are several options like transparency and exact positioning. You can also let it fade out by several conditions like "when armor is full", "when armor and health is full", "when in stealth" and so on. The fade out time can also be set, to keep it fancy.
In case of the "Frenzy" skill, you can set if it should show the 30% health as 100%, or if it should hide at 30% already.
Armor regeneration timers can be shown, as well as the invincibility time when armor breaks while using Armorer or Anarchist perk decks.
Swan song and kingpin injector effect mods are included, and their intensity can be set in the options as well.
Should be compatible to pretty much any other HUD mod out there, since it's an extra panel layer and does not replace or depend on vanilla HUD panels.

Basic Voices allows you to bind loads of ingame sounds to any key on your keyboard or mouse. Essentially a soundboard for PAYDAY 2!
To make a request for a sound to be added to the mod, email me at [email protected] with any sound from [this spreadsheet.](https://docs.google.com/spreadsheets/d/1m0LBg2PKpB-bnWfOFj40AglCI1dLmAHLH3ydi3Y7uz8/edit?pli=1#gid=674215167)
[Download](http://download.paydaymods.com/download/latest/basicvoices)

Basic Voices Reborn is an upgraded version of the existing Basic Voices mod.
It contains every sound line playable ingame listed here :
https://docs.google.com/spreadsheets/d/1m0LBg2PKpB-bnWfOFj40AglCI1dLmAHLH3ydi3Y7uz8/edit?pli=1#gid=0
It works the same as its predecessor.
Installation :
Download the file, extract the Basic Voices Reborn somewhere (Desktop or whatever) then extract all the sub-folders within (1 to 11) to your Payday 2 mods folder.
Known issues :
• Not every heister line works for every heister (blame Overkill, not me).
• If you bind the same key to lines from different menus, they won't work (example : you bind F1 to say "Hello" from the Heisters menu and the same key for the cloaker charge sound from Special Units, no sound will play)
To unbind a voiceline, select it and press "ESC".
If you encounter any text error or lines REALLY not working at all (I tested 95% of it but whatever) post the crashlog in the comments or send me an email at [email protected]
If some of you people have this issue with the BLT auto updates :
https://www.hostingpics.net/viewer.php?id=594236201705041515301.jpg
Consider redownload the mod again, I fixed this now.
Latest Download :
http://download.paydaymods.com/download/latest/

Make Bots Great Again
The vanilla teammate AI is basically designed to be a couple of guaranteed Jokered cops with health regen instead of being virtual recreations of actual players. This mod tweaks and changes certain aspects of the bots so they are both more useful and are more similar to human players. No longer will you have to deal with babysitting new players from the most recent Steam sale. Changes are as follows:
- Bots will automatically mark Tasers when they are tased
- Bots can dominate cops
- Bots can melee enemies, knocking them down and dealing half of their health in damage
- Bots can dominate, intimidate, and mark NPCs independently, rather than sharing a timer for these actions
- Additionally, bots will not mark enemies who are already marked, increasing the variety of marked enemies; the code for marking has also been improved for efficiency
- Furthermore, bots will now mark turrets
- Bots are included in the difficulty calculations by the game, allowing for a more human game experience
- Bots have had their "aim delay" and "focus delay" values set to 0, enabling them to aim and shoot at enemies immediately
- Bots can now hit targets at any range, including Snipers
- Bots have had their "run_start" and "run_stop" animations removed, enabling them to better keep up with players
- Bots will use human player outlines in offline mode
- Bots can shoot through one another and even hostages, so no more dead dominated cops
- Bots will not drop their bags if they can inspire the player or the bag is light enough to run with
- Further, bots' movement penalty when carrying bags is now similar to human players
- Bots will wear the Lightweight Ballistic Vest and either a doctor bag or ammo bag (chosen at random) to make them appear more human (note that the bags cannot be deployed and the armor does not increase their durability, both are purely cosmetic)
- Bots will automatically reload their weapons if they are out of combat and their magazines are at least half empty, rather than only reloading when their mags are totally dry
- Bots' targeting has been overhauled, prioritizing enemies based on distance and focusing on specials
- The bots' code for intimidating civilians has been improved and optimized for performance; bots will shout at civilians immediately if they are not on the floor, no matter what
- Bots' reactions have been streamlined and optimized for faster reflexes and target acquisition
- Many of these changes will also apply to Jokers, such as the improved targeting and reloading out of combat
- Bots will no longer attempt to revive teammates who are already being revived
- Bots will count for the "crew alive" experience and money bonus at the end of the heist in offline mode
- The following are completely customizable:
1. Health amount
2. Movement speed
3. Enabling dodging
4. Forcing instant custody upon being downed
5. Forcing arrests by Cloakers rather than downs
6. Disabling of warcries
7. Announcing low health (ie, asking for a doctor bag)
8. Enabling independent domination of cops, rather than just assisting with your own dominations
9. Enabling additional bots with the Big Lobby mod
10. Giving the bots near-instant reaction times
11. Forcing bots to mask up immediately when a loud sound is made, rather than waiting for the actual alarm
12. Improving and balancing bots' damage/accuracy/etc
13. Disabling dead enemy ammo pickups from bot kills
As with all BLT mods, simply drag the included "Better Bots" folder into your "mods" folder within your PAYDAY 2 installation.

_Problem:_ Several weapons have bipods included in their models, although the bipods themselves are useless and cosmetic-only.
_Solution:_ This mod.
With **"Bipods That (Actually) Work,"** you can now use the Lion Bipod weapon attachment and deploy them on the following five weapons:
* Gecko 7.62 Assault Rifle (Galil)
* Gewehr Assault Rifle (G3)
* JP36 Assault Rifle (G36)
* Thanatos Sniper Rifle (Barrett M95)
* Lebensauger .308 Sniper Rifle (WA2000)
Note: This mod also removes all of the (ridiculously strict) restrictions on where you can place your bipods. This is actually a bug, but enjoy it while you can.
----
**_Incompatible Weapon Attachments_**
I have also made the Lion Bipod attachment on these weapons incompatible with other weapon attachments that would remove the bipod model.
Weapon attachment compatibility blacklist:
* Galil/Gecko 7.62:
-Fabulous Foregrip
-CQB Foregrip
-Light Foregrip
* G3/Gewehr: (All foregrips forbidden except standard/unmodded foregrip)
-Precision Foregrip
-Tactical Foregrip
-Wooden Foregrip
-Plastic Foregrip
* G36/JP36: (Only allows the Long Foregrip from the Gage Spec Ops DLC)
-Standard Foregrip
-Compact Foregrip
-Polizei Foregrip
* Barrett M95/Thanatos:
-No incompatible mods
* Wa2000/Lebensauger .308:
-No incompatible mods
This mod is in beta. It is very new, and most of the bugs from my proof-of-concept are still there. However, none of them should involve crashing.
https://imgur.com/XiF7Fer.png
----
**_/!\_ _Important!_ _/!\_**
This mod is _best used in conjunction_ with the following mods:
* LMG Steelsights by Iron Predator, dotoo, anonymous, Feelgood, Noep, and KarateF22 (_Highly recommended._ Enables using steelsights or scopes when using LMGs or other bipod-deployed weapons.)
* Bipod for G3 by Alcat101 (Cosmetic- unfolds the bipod on the model of the G3)
* Bipod for G36 by Alcat101 (Cosmetic- adds an unfolded bipod onto the model of the G36's Long Foregrip)
These mods are easily searchable on modworkshop, but linking to them from Paydaymods is disabled.
Other important information:
- This mod **should not** mark you as a cheater. In-game, you probably won't be visibly bipodded, but it still works regardless of whether or not you're the host.
- If you want to uninstall this mod, remember to remove all of the Lion Bipod attachments from the affected weapons, or you'll probably lose them!
----
**_Known issues:_**
* No animations. I don't know how to import animations into PAYDAY 2. When deploying or undeploying a bipod, your view and weapon will just warp to the bipodded location instead of playing any sort of animation. If you know how to add custom animations, this could be a job for you! Otherwise, this is just how it's gonna be.
* This mod lets you deploy your bipod anywhere except in the air. Seriously. Faceplanting into a wall, on your teammates' backs, looking straight up, standing on a flat surface with nothing around you, you name it.
* First person viewmodel alignments (bipod standard hip-carry stance, bipod steelsight stance) may be a bit off. I've only barely begun to adjust them.
* Incorrect bipod axis point- When in bipod mode, you may notice that you swivel around a point on the gun that is not necessarily where the bipod is. I'm working on it.
**_Planned:_**
* [Ongoing] First-person model positional tweaks
* Bipods for more weapons?
* Custom weapon support? (I haven't looked into this, but it _should _work with any custom weapons that choose to enable a bipod on their weapon attachment part list.)
* Other things that are related to bipods?
This whole mod is basically a series of huge workarounds for the convoluted Bipod system, so it's the best I can do right now.
Contact me for help, feedback, questions, answers, or the average rainfall of the amazon basin. In order of priority: I will reply to Discord, reddit and Steam messages most quickly, as I check those the most often, followed by modworkshop comments/messages, clubpenguin messages, FarmersOnly messages, and messenger pigeons.
Have fun!

## About
Annoyed at how long the new weapon customization scene takes to load and how inefficiently it uses screen space to show the available mods? Wishing for a revert to what it used to be prior to Update 79? Now you can.
## Previews
![Before](https://i.imgur.com/6huZI50.jpg)
![After](https://i.imgur.com/rVyW7Ns.jpg)
## Usage
Installation of the mod is straightforward - simply install the mod the same way as any other BLT mod. No configuration is necessary.
## Notes and limitations
- ~~The backdrop for reticle selection is inconsistent with the rest of the blackmarket GUI~~ **Fixed in 0.0.1.1 / revision 2**
- Team and stats boost mods remain accessible, and they are displayed in the same way as any other weapon mods
- Weapon skins *should* also remain accessible
- This mod only reverts the blackmarket weapon customization GUI's backdrop and layout, not the way statistics are displayed. This mod **will not** automatically allow legacy mods like *KarateF22*'s Better Weapon Stats to function again (such mods will require their own code fixes to restore compatibility with PD2 U79 and above)
## Download
[http://download.paydaymods.com/download/latest/bmarketweapcustrevert](http://download.paydaymods.com/download/latest/bmarketweapcustrevert)
## Changelog
0.0.1 / revision 1:
- Initial release
0.0.1.1 / revision 2:
- Fixed the backdrop for reticle selection being inconsistent with the rest of
the blackmarket GUI

This started out as a mod that would let you select different weapons for the team AI to use but has evolved into much more over time. With an official implementation by Overkill, it is now based around the Crew Management and improves on that with a variety of features:
* Lets you select secondary and akimbo weapons for the team AI
* Lets you choose mask sets for the team AI with character specific masks or a mask of a random pool
* Lets you select deployables the team AI will carry (only visual, not actually usable)
* Lets you select armor the team AI will wear (only visual, does not effect their survivability)
* Adds advanced options to all loadout selections like randomized gear or selection from categories
* Lets you save selected loadouts as character specific so a certain character will always show up with their selected gear independend of character priority
* Fixes the Team AI weapon balance by taking into account magazine and burst size and gives single fire weapon their correct ROF
* All the selected team AI gear will sync to other clients (some of it only to clients also using the mod)
* Enables the random shirt feature for Sangres as a team AI
* Lets team AI use flashlights and lasers
[**Additional info**](https://github.com/sebastiangabl/pd2-bot-weapons/wiki)
You can also [**find this mod on GitHub**](https://github.com/segabl/pd2-bot-weapons), so if you want to help with anything, feel free to fork the project, make changes and create a pull request if you're done so I can look at the changes.
**This is also the preferred way to submit any issues you may have.**
**Credits:**
French Localisation by Mr.PlayYou [BE]
Italian Localisation by [Ca$h.it] Winston Wolfe
Korean Localisation by ????
Spanish Localisation by [Vzla] Tak_Riuto
Swedish Localisation by PsychoticFalcon
Thai Localisation by PJzuza

BuilDB is a build manager that uses pd2skills URL format.
It adds 4 buttons to the skills window.
![](http://i.imgur.com/iiWaIlP.jpg)
1. **Export to pd2skills.** It opens the steam overlay and go to pd2skills.com with an URL corresponding to your skillset.
2. **Save current.** It appends the current build to your save file.
3. **Open builds file.** It reduces the game and opens the file containing your builds. It's a very simple text file that you can easily edit.
4. **Import from file.** Opens a menu on the right with all the builds found in the previously mentioned text file. The import costs are applied normally.
![](http://i.imgur.com/se42Kdj.jpg)

## About
This mod replaces the contours around Bulletstorm-enabled ammo bags to allow them to be distinguished from basic ones. Basic ammo bags retain their usual aquamarine contour, while Bulletstorm-enabled ammo bags now have either a deeper blue contour (Bulletstorm Basic) or a purple contour (Bulletstorm Aced). This mod works both when hosting and when connected as a client, but only you will be able to see the differing contours.
Recap: Bulletstorm-enabled ammo bags allow you to fire your weapon without expending any ammunition for a certain duration upon using an ammo bag. The duration varies depending on the amount of ammo you acquire from the bag, as well as the skill tier owned by the player who placed the ammo bag. This applies even if you do not own the skill - as long as the player who placed the ammo bag owns the skill, you can benefit from it.
## Previews
![](https://i.imgur.com/07DkaQY.png)
![](https://i.imgur.com/jmLTZEW.jpg)
![](https://i.imgur.com/8h6Xsux.jpg)
## Usage
Installation of the mod is straightforward - simply install the mod the same way as any other BLT mod. No configuration is necessary.
## Download
[http://download.paydaymods.com/download/latest/bulletstormammobagcontours](http://download.paydaymods.com/download/latest/bulletstormammobagcontours)
## Changelog
0.0.1 / revision 1:
- Initial release

# Carry Stacker - Now reloaded! :)
Have you ever thought
*Man... I could get a hold of some more paintings on myself... But I can only carry one.*
**Well, wait no longer!**
I hereby bring you a fully functional and customizable **Carry Stacker *(Reloaded)*** in a standalone version!
***What can you do with it?***
Well.. You can... Carry multiple bags at once...
***Is it restricted to anything?***
**Yes!** *Let me fetch you the information from within the mod.*
![Instructions](https://i.lordmau5.com/1447453991-328.png)
***I want to go full nuts with this. Can I carry an infinite amount of bags somehow?***
**Yes.**
Just set the weight of the desired type to **0** and you're good to go :)
***Does this work in Multiplayer?***
**Yes**, *in a restricted way.*
If the **host** has the mod, he can use it fine.
Vanilla clients won't be affected.
Clients that have the mod can then use it.
If a **client** has the mod, and the host **does NOT** have it, the client won't be able to use it.
***When I'm hosting a game, do clients get notified that I am using the mod?***
**Yes**, they do get notified about that.
It's the same implementation as in *Keepers* or *Moveable Intimidated Cops*, for example.
Thanks to TdlQ for the awesome code :)
***The mod in action***
[![The mod in action (click here for YT Video)](http://img.youtube.com/vi/3Jl-P5l-3Vk/0.jpg)](http://www.youtube.com/watch?v=3Jl-P5l-3Vk)
*I know, I've used the PP trainer in this... But that's the only good way to debug things and to show off features real quick.*
# Download:
http://download.paydaymods.com/download/latest/BLTCS_Reloaded
# Bug-Tracker and Source:
https://github.com/Lordmau5/Carry-Stacker-Reloaded
# Changelog:
- **R6**: Fix for not being able to properly play the game online (WHO WOULD WANT TO DO SUCH A THING ANYWAY, AM I RIGHT GUYS?... guys...?)
Also, revamped the config-system a bit. Old config is being deleted, so make sure to change your stuff again :)
- **R5**: Fix for duplication. Also, it drops the bags with a proper delay now, as you see here:
https://www.youtube.com/watch?v=InCfMRjuboc
- **R4**: Rewrote Power-Throw implementation.
It's not double-tap anymore, but rather holding the drop-key down.
As long as you hold down the key, you will drop the bags.
Upon releasing, you'll stop.
- **R3**: Fixed crashes when the host doesn't have the mod, but the client does, and the client tries to pick up bags.
- **R2**: Properly loading and saving the config now
Added ability to sync the settings with clients, if you're the host. They are only temporary (for the current session) and don't overwrite your own.
The host can change them mid-game and they get re-synced :)
- **R1**: A fresh start...

Does THIS ever happen to you?
"Oh, no! I'm so tired of having to change my default laser and/or flashlight color from that awful ugly green and/or boring white!"
Well, worry no more! That's what this mod is for!
----
Now works on Legendary skins...?
This mod changes the default laser/flashlight color for your weapon gadget attachments in the black market.
It also changes the default sight reticule texture/color to one of your choosing in the menu, so that you don't need to manually change it every time you apply a sight.
The mod's default laser color is Magenta, and the mod's default flashlight color is pale blue (like an LED bulb).
The mod's default reticule color is Red, and the mod's default reticule texture is Dot 3 (Large).
Of course, you can change any of these presets at any time in the "Default Gadget Colors" menu.
Your presets will save into the weapon's data as soon as you apply the attachment (sight or gadget). This should also work on normally-unmodifiable Legendary skins, but since I'm a peasant who doesn't own any of those I'm relying on you to test it. /shrug
Throw questions or comments about this mod into the box below, or contact me on Discord.
If you have the [Lasers+/New Networked Lasers mod,](http://paydaymods.com/mods/523/NNL) you do not need this mod, as ALL of its features are included in Lasers+ as of the latest version, Dec 7!

A ChatCommands API to use Commands over the ingame/lobby chat. I decided to write a standard-Command-API to give users the chance to do not have to use lots of different command-syntaxes from different mods.
Since this an easy-to-use API, it'll be easy to implement this api to your code.
This mod will be required soon by:
InspirePriority
SaveEquipment
StealthSync (synchronization overhaul coming soon)
**Pre-defined commands:**
- /help [command] -> Prints some information about the given command
- /mods -> Prints the mods that are currently controllable by commands
- /modcommands [modname] -> Prints the available commands for the given mod
- /whoami -> Prints your own peer_id
- /whois [peer_id] -> Prints the steam name of the given peer_id. Prints "No Name" if there is no player on this peer_id or the given peer_id is yours.
**For modders:**
A detailed instruction how to implement own commands is in the "ForModders.txt" file.
**Installation:**
As this is a Payday 2 BLT Mod, you need the Payday2-BLT-Mod-System installed. You can download this from [http://paydaymods.com/download/](http://paydaymods.com/download/)
Simply extract the ChatCommands - Folder into the /mods - directory.
[Download](http://download.paydaymods.com/download/latest/ChatCommands)

### This mod tells everyone that you have been cloaked. ######
---------------------------------------
Features:
* Sends a message about you getting cloaked.
---------------------------------------
FAQ:
* Q: Could you create {X} feature?
* A: Post your suggestion in the comment and I will try to integrate it if the idea gets lots of love from others.
* Q: I want to add/edit/delete callouts. How do I do that?
* A: Open text file "callouts.ini" in mod directory and add new lines or delete any. (this file is generated after first time you launch the game).
* Q: You know its cloaker not cloacker...
* A: Nope, it's my mod, I can call it whatever I want.
---------------------------------------
[DOWNLOAD](http://download.paydaymods.com/download/latest/Cloacked)

**Hello!,**
CompactHUD changes the hud to be a bit more compact/clean.
i got rid of the health circle and replaced it numbers and armor is the line below the health.
with the teammates i decided to take away : armor, ammo counters, grenades and cable ties making them much more smaller and clean.
the mod doesn't use any custom textures.
there's also some customization options.
__________________________________
**What other huds compacthud supports?**
* Pocohud([I recommend to disable bottom Infobox](http://i.imgur.com/Wu7lPDH.png))
* Hoxhud
* Restoration mod
* Holohud
* Other non-lua huds
__________________________________
**Installation**
Drop the folder inside the zip file inside your mods folder.
__________________________________
[Download](https://www.dropbox.com/s/bbbu7siub85l22k/CompactHUD.zip?dl=0)

## About
This little mod allows you to conveniently create a contractless lobby directly from the main menu. The new lobby is made friends-only by default to prevent random players from joining and hogging up slots while the contract is decided upon / other settings are adjusted, or before your friends have a chance to join. When you are satisfied with your settings, you can change the lobby's permission to *Public* if you wish to host a public game (although this mod is primarily intended for players who host friends-only games, or mod developers who need quick access to a lobby for testing purposes).
## Previews
![](https://i.imgur.com/zOE05GJ.png)
![With Fast.Net installed](https://i.imgur.com/TFWxGiU.png)
## Usage
Installation of the mod is straightforward - simply install the mod the same way as any other BLT mod. No configuration is necessary.
## Credits
- The localizations loading code was from *TdlQ*'s excellent Lobby Player Info mod
- The French translations were provided by *Mr.PlayYou [BE]*
- The German translations were provided by *Tha Venom*
- The Turkish translations were provided by *Utku*
- The Russian translations were provided by *Magic Bitard*
## Download
[http://download.paydaymods.com/download/latest/createemptylobby](http://download.paydaymods.com/download/latest/createemptylobby)
## Changelog
0.0.1 / revision 1:
- Initial release
0.0.1.1 / revision 2:
- Added French translation by Mr.PlayYou [BE]
0.0.1.2 / revision 3:
- Added German translation by Tha Venom
0.0.1.3 / revision 4:
- Added Turkish translations by Utku
- Added Russian translations by Magic Bitard
0.0.1.4 / revision 5 'You woke me up, BLT 2, for this? Seriously?':
- Updated for compatibility with BLT 2.x
- Lobby creation is now disabled when Steam is offline (it would fail if attempted
anyway, but only after about 1 minute of wasted time. Why even bother?)
- Fixed a crash that could occur in MenuCallbackHandler:get_matchmake_attributes()
- Added an empty placeholder icon (cba to make a proper one atm)

## About
Currently (as at U143), the game's Crime Spree Rank Spread lobby filtering code behaves in a rather bizarre way - for example, **selecting a rank spread filter of 200 does not actually prevent lobbies with ranks below 200 from appearing** which adds noise and defeats the very purpose of the filter.
Instead, the game sets the filter to `(Current Crime Spree Rank) - (Crime Spree Rank Spread filter value)`, which is nonsensical (e.g. if you have a rank of 123 and you specify 100, the filter restricts the search to 23 and above instead of 100 and above. WTAF, OVK?). Specifying filter values above your current Crime Spree rank causes the filter to behave as though it was set to *Any* (i.e. 0 and above).
This mod modifies the Crime Spree Rank Spread filter to disregard your current Crime Spree rank (because unlike reputation levels and Infamy ranks, abilities are not locked or otherwise hindered by low Crime Spree ranks) and do exactly what you would expect it to - filter out lobbies with ranks below the specified level. Now you can power level your Crime Spree rank to your heart's content.
**If you are thinking to yourself that this is going to somehow cause more inexperienced players to join high Crime Spree rank lobbies, realize that nothing has actually changed in that regard. Such lobbies are already visible in the base game, even without this mod being installed. This mod only reduces noise by filtering out lobbies with ranks that you (may) find irrelevant to you.**
## Usage
Installation of the mod is straightforward - simply install the mod the same way as any other BLT mod. No configuration is necessary.
## Notes and limitations
- Due to the way this mod has been implemented, it may inadvertently interfere with other mods that hook the same `NetworkMatchMakingSTEAM:search_lobby()` function
- If this does indeed occur for you, please let me know the name(s) of the other mod(s) so I can work around the issue
## Download
[http://download.paydaymods.com/download/latest/crimespreerankspreadfilterfix](http://download.paydaymods.com/download/latest/crimespreerankspreadfilterfix)
## Changelog
0.0.1 / revision 1:
- Initial release

You can change laser color and opacity for yourself and enemy snipers. Also has Rainbow Laser option now.
Originally made by Seven and converted to BLT by Iron Predator.
![Custom Laser Color Settings](http://i.imgur.com/FSS9T0x.jpg)
If you don't know how RGB values result in a color you might want to have a look at [this](https://tug.org/pracjourn/2007-4/walden/color.pdf "this") or simply keep trying.
Known Issues:
- Changing things in the menu while in a heist will not refresh the laser color until the next heist/day of a heist is launched

#What do
[Steam group](http://steamcommunity.com/groups/DMCWO)
##DISCLAIMER
Despite being out of pre-release, I'm still changing things left right and center, don't get too used to things
Also don't blame me if OVK or other players get on your case, use this mod in pubs at your own risk. Which brings me to...
#WARNING BELOW
I **CANNOT** stress this enough,
**BACK UP YOUR SAVE**
More so because this is modding 101. This mod is unlikely to break your save but better safe than sorry now, huh?
#WARNING ABOVE
Got that? Okay...
##What do?
This mod is **NOT** meant to make the game easier (or at least not a whole lot easier) but if you're against any form of gameplay changing mods then you'll probably want to avoid this.
The point of this mod is to fully overhaul the weapons in PD2 in a semi-realistic approach and made it so you don't have to worry too much about making an eldritch abomination of a gun. You should be perfectly capable running the base gun.
It also puts weapon classes in their place as all bullet weapons now have damage drop-off. For example something like a 9mm pistol will perform extremely poorly against a sniper perched way on the other side of the map because even if you do manage to hit them, you`ll be dealing only around 20-30% of your normal damage.
I **HIGHLY** recommend you **NOT** try this mod until after reaching level 85-ish (when the grind _really_ starts) for the first time, this batch of scripts changes the whole dynamic on how to build weapons, more than likely making your current builds non-optimal or flat-out obsolete.
##CREDITS & THANKS
* UnknownCheats as a whole <3
* v00d00 for the LUA source code
* 90e for the LUA source code, base code for the fixed fire loop sounds
* gir489 for LUA source code, LMG ironsights
* 420Munk for LUA source code
* YaPh1l for LUA source code
* Great Big Bushy Beard for LUA source code
* LazyOzzy for the fixed shotgun pellet mechanics, fixed drop-off code, advice
* Also for allowing me to include the burst-fire script
* While not in this mod, the crosshair code to help me locate the center of the screen for centering optics
* B1313 for the shotgun push physics, advice
* old string hijack code thanks to hejoro
* newer string hijack code thanks to Wobin Ralker and Melting Terminal
* Lizard Foe for fixes made in gat_physics.lua
* Harfatus/Olipro for the OG lua hook
* Wilko for the BLT lua hook
* SC for melee HS and fire HS code, mod_override stuffs, advice
* Zdann for mod_override stuffs
* IMFDB and Payday Wikia for weapon names and attachments I couldn't ID
* /k/ anon for semi-solidifiying some of the attachment names
Anon: Low Profile Suppressor might be a gemtec halo with a different attachment system but idk im getting buttflustered with you lol
Me: tfw we've been pretty much on the same page as to what the IRL counterparts are
Me: I'm in pain (from laughing)
Anon: I hate you, anon wants recognition for his internet fu ;_;
* DMC for tweaking and testing and tweaking and testing all the gun/attachment stats to meta levels
* Also not me for buying a tablet and spending time on that drawing porn instead of updating this mod
* My Steam friends for being my guinea pigs for pre-release testing (0.1a)
* Any and all users of this mod as they're pretty much telling OVK to consider rebalancing their weapons
Did I forget to credit you or improperly do so? Sorry if I did :> Bug the shit out of me, and tell me what I forgot to credit/I miscredited you for.
##INSTALLING
1. Nab Wilko's "BLT" LUA Hook if you haven't from here: http://paydaymods.com/download/
2. Download the contents as a zip and extract into your Payday 2 directory
3. Run game, check log for errors. Report errors to me (steam_id/qt_314) if there are any
##General Changes
* Redone Accuracy and Stabilty stats
* Additional attachments
* All bullet weapons now have damage drop-off
* Muzzle brakes, handguards and everything else no longer magically alter damage (because that's just stupid). Damage adjustments are now only changed via things that change the actual length of the barrel (HK21 handguard, actual barrel mods, etc.)
* Corrected magazine capacities
* Mag capacities were made consistent so mags like the AR Quadstack Mag will set ammo to 60 for all guns that can accept it
* Shotguns now do damage per pellet instead of dealing full damage as long as one pellet hits (Thanks to LazyOzzy). As a result, shotgun pellet damage has been nerfed down to the 20s since dealing 65 damage for all 8 pellets is far too much but overall does more damage if all land on target.
* Slightly more believable melee weapons
* Bullet penetration for most non-snipers!!
* Greatly reduced ADS sway for all weapons since it does nothing to the actual PoI (well now it does in vanilla but only when using an optic)
* True/false toggles for some aesthetic mods (you can change them in DMCWO.lua)
* Random fixes
* Renamed almost everything with their IRL counterparts (or the closest thing)
* Fleshed out weapon categories
* Renamed mod categories
* Reclassed several weapons
##UNINSTALLING
Don't like the mod for w/e reason? You're following my advice about uninstalling/disabling this mod if an update is known to come out soon? Penis? Read below:
1. Close the game
2. Remove the "DMCWO" folder inside mods/ (or disable the mod though the "Lua Mods" menu provided by the BLT hook
3. If you dun dang diddly did everything right, next time you boot up your game everything should be back to normal (or at least not make the game crash)
Keep in mind, parts of some guns and sometimes the gun itself may be missing after an uninstall. This is because OVK inserted code in a recent update to delete weapons with invalid attachments attached to them, to avoid crashes.
##KNOWN ISSUES
Any issues I know of but can't personally fix because I can't code will be listed here
* Optics attached to the M249, M240 and MG42 don't follow the feed cover when reloading.
* In DMCWO.lua, if "elcan_buis" is set to true, you'll see the 45 degree irons floating in the main menu. A side effect on how I got the BUIS toggle working.
##BUG REPORTING
Please notify me of any bugs/issues not listed above. I will say now, bugs are most likely to happen with some optics as they have a lot of toggles associated with them on top of me having to manually adjust them to the center of the screen.
If it is a bug with sight positioning, please give me:
* Any other toggle that changes sights and/or their positioning (if the weapon in question is associated with any of them)
* The gun with the bugged optic
* The bugged optic
If it's something else, just tell me how it do the do (or rather how it don't do the do)
##**[DOWNLOAD](http://download.paydaymods.com/download/latest/dmcwo)**

*Ahem.*
## *Delayed Calls Fix* has nothing whatsoever to do with *BeardLib*, so please direct all questions and / or problem reports related to *Delayed Calls Fix* to me (i.e. Snh20), and NOT Simon / GREAT BIG BUSHY BEARD. Thank you.
You can contact me (Snh20) by:
1. Commenting in the [comments section below](https://paydaymods.com/mods/362/delayedcallsfix#comments)
2. Sending a private message to me on the Last Bullet forums
http://lastbullet.net/member.php?action=profile&uid=9746
3. Sending a private message to me on Reddit ([/u/Snh20](https://www.reddit.com/u/Snh20))
## About
This mod provides a corrected implementation of the `DelayedCalls` class provided by BLT.
The latter is flawed in that identifiers are inadvertently discarded and replaced with integral indexes instead, which prevents `DelayedCalls:Remove()` from functioning correctly and also causes delayed callbacks to stack up multiple times in certain cases.
**You do not need to download this mod unless you have been instructed to do so (e.g. as a mandatory dependency of another mod).**
## Mod Developers
You may use this mod as a dependency if you wish, but note that it does not replace BLT's existing `DelayedCalls` class. Refer to the `DelayedCallsFix` class in Lua code instead.
## Usage
Installation of the mod is straightforward - simply install the mod the same way as any other BLT mod. No configuration is necessary.
## Download
[http://download.paydaymods.com/download/latest/delayedcallsfix](http://download.paydaymods.com/download/latest/delayedcallsfix)
## Changelog
0.0.1 / revision 1:
- Initial release
0.0.1.1 / revision 2:
- Fixed an issue where a failed delayed callback could result in table reference
corruption

**Disabled skin included modifications** is mod that disable attachments included in higher tier skins so when applying such skins to already modded weapons attachments will be keep.
Additionally mod fixes some common and uncommon skins that remove attachments for no reason.
- [Mod page on Mod Workshop](http://modwork.shop/19603)

This is a Down Counter like PocoHUD's (written from scratch.) Downs for each player are visible on the HUD; additionally, this mod may optionally be configured to send a chat message when players go down. This chat-announce feature is disabled by default.
Preview: https://imgur.com/RGmkXNx.png
* Downs are visible as a number inside players' respective health circles. This number starts at **4** (or **5** if you have Nine Lives Aced) will turn red when it is the player's last (**1**) down, and change to "**DEAD**" when they are out of lives and in custody (0 downs or below).
* This mod can optionally only announce a down when it's someone's last down.
* This mod can optionally just "whisper" the message to you only, and not spam everyone else's chat.
* This mod can track when someone uses a doctor bag, and how many downs they have restored.
* You can mute Down Counter in the mod's settings so that it does not output anything (to chat or otherwise), of course.
* It should be compatible with WolfHUD and all other HUDs or mods, since it does not override any functions. (You should probably not use this with PocoHUD just because it's redundant, but it is otherwise compatible.)
*Known Issues:*
* Occasionally miscounts downs- this is due probably either because of lag or me/Overkill coding stuff inconsistently
* Does not account for other players having Nine Lives Aced. (Should work just fine for you.) Players may be abnormally marked as dead, or as having greater than normal downs, due to Nine Lives Aced not being information transmitted by players. thanks overkill
* Does not account for existing downs if you join a game already in progress.
*Planned Features:*
* MUI-compatible version
* Will account for other players having Nine Lives Aced if the other player has this mod.
* Will account for existing downs if other players have this mod.
----
If you encounter a bug, please report it below, and attach any crash log(s) associated with it, and I will fix it ASAP.
If you need help with any of my mods, please contact me via Discord, reddit, or email.

It adds the ability to drag and drop items and pages in your inventory. Also, it updates your other profiles when you move a weapon or a mask used by another one.
**Pages**
![](https://thumbs.gfycat.com/CleanSadDuckbillcat-max-14mb.gif)
**Items**
![](http://i.imgur.com/BEZLsDR.gif)
You can change the active page like this:
![](http://i.imgur.com/od1aAQT.gif)

## About
Because why should you restrict yourself to just one Enter key? For whatever reason, the number pad's Enter key currently does nothing in the game. This little mod changes that so it now behaves exactly the same way the normal Return key (the one nearer to Backspace) does. This can be handy when quickly typing numbers using the number pad (e.g. Golden Grin Casino) or when readying up in a lobby. This mod does not break keybinds, so actions can continue to be bound separately to the Return and numpad Enter keys. If you play the game exclusively on a laptop keyboard, you probably do not need this.
~~*Goodness, does that name make me cringe inwardly...*~~
## Usage
Installation of the mod is straightforward - simply install the mod the same way as any other BLT mod. No configuration is necessary.
## Image Credit
- [Amazon](https://www.amazon.com/gp/product/B003ELVLKU)
## Changelog
0.0.1:
- Initial release
0.0.2 / revision 1:
- Updated 'corecontrollerwrapperpc.lua' for game update resilience
0.0.2.1 / revision 2 'This is progress, I guess?':
- Updated for compatibility with BLT 2.x
- Added an empty placeholder icon (cba to make a proper one atm)

This mod helps you to differenciate 6 cases of hitmarkers:
![](http://i.imgur.com/NPC6zWJ.jpg)
- the shape of the hitmarker tells if the hit was lethal or not ;
- the color indicates the type of damage inflicted: body shot, head shot or critical hit.
![](http://i.imgur.com/kPASV5l.gif)
If none of the texture pleases you, you can add yours in the folder "PAYDAY 2\assets\mod_overrides\Enhanced Hitmarkers\guis\textures\pd2". You have nothing else to do: the texture lists of the option menu are done dynamically.
![](http://i.imgur.com/fsvzZd1.jpg)

This mod allows sensor-mode trip mines to highlight civilians in stealth and non-special enemies in loud.
- Your trip mines are now immune to all damage when in sensor mode.
- Other players will not be able to change the mode of your trip mines, only you can.
- Your trip mines will automatically default to sensor mode when placed during stealth.
Notes:
This should work as host OR client. The host and clients will both see the highlights and hear the beeps. Requires BLT. To install just put it in the mods folder.
Download:
http://download.paydaymods.com/download/latest/enhanced_tripmines

Adds the akimbo extra attachments, bootleg's attachments, some more new extra attachments like the Saiga-12's Drum magazine, AK's drum mag, the MP5 drum magazine, KSP 58's wolf legendaries, M1911's legendary laser, most legendary parts (Exept the flamethrower) and some forced attachments like the ability to equip the other AK grips on the RPK, and the Brenner can now equip the Gewehr rifle's grips.
**Preview Images**
![](https://i.imgur.com/0QiLsAf.jpg)
![](http://imgur.com/lmOoGaZ.jpg)
![](http://imgur.com/QLgoF3Z.jpg)
![](http://imgur.com/6j9amWr.jpg)
![](http://imgur.com/mVOMzxl.jpg)
![](http://imgur.com/eUJlrKb.jpg)
![](http://imgur.com/8a9pZTa.jpg)
![](http://imgur.com/KA0NHPq.jpg)
![](http://imgur.com/KOITja6.jpg)
![](http://imgur.com/ZVbyz2M.jpg)
![](http://imgur.com/P0EPZij.jpg)
![](http://imgur.com/I1vMHyV.jpg)
![](http://imgur.com/iKvTCuy.jpg)
![](http://imgur.com/yFmqtjf.jpg)
![](http://imgur.com/yaEXaDg.jpg)
![](http://imgur.com/e3FIRUl.jpg)
![](http://imgur.com/qMXdWru.jpg)
**This also includes:**
* **LMG Iron sights/scopes**
* **Emergency iron sights for the [M14](https://gfycat.com/PitifulAgreeableChihuahua), [UZI](https://gfycat.com/WatchfulHighAbyssiniangroundhornbill) and [AS-VAL](https://gfycat.com/OldFirsthandHydra)**
* **Milspec and combat sight backup iron sights**
* **[Akimbo iron Sights](https://gfycat.com/FantasticCavernousAstarte)**
* **Any Boost, Any gun**
* **Unique icons for most of the brand new attachments**
* **A small amount of extra ammunition types**
**Known Issues**
* **A questionable amount of weapons will have the vertical grips like the Akimbo smgs, Jacket's piece and the Mac-10 as attachable options because thats how it is on the files already.**
* **There WILL be out of sync reload animations at times on weapons with forced extra mags that usually don't have them. (G36, AUG and HK16)**
* **Bipoding with the KSP58 and ADSing will not look very good.**
* **SCAR-L Kit is not ready since it was accidentally added in. Do not use it yet since it will cause crashes.**
* **Equiping the m14 with the scopemount with either a milspec and a combat sight will cause crashes.**
* **There WILL be clipping issues on certain attachments.**
* **Using any rebalance mods will collide with this. You gotta ask the person who makes a rebalance mod to add support for this mod as a toggable option.**
**Not included but recommended:**
* **[Drum Mag Fixes](http://lastbullet.net/mydownloads.php?action=view_down&did=13245) (Not having Drum Magazine Fixes will crash you when you equip any of the Drum Magazine attachments)**
* **[Viewmodel Tweaks](http://lastbullet.net/mydownloads.php?action=view_down&did=15246)**
* **[Super Skin Swapper](http://lastbullet.net/mydownloads.php?action=view_down&did=17343)**
# [Official Steam Group](http://steamcommunity.com/groups/EACMod)
# [Download here](https://www.dropbox.com/s/3uxlcv35oo3xxxh/EAC.zip?dl=0)

This mod gives you control over the fading out of temporary contours.
![](http://i.imgur.com/rq2hoEa.jpg)
You can change the fade out behaviour in the options menu. Here is a few examples of what they do:
![](http://i.imgur.com/mLyHxZi.png)

"SEVEN SCROLLS" SET: A collection of scripts made by Seven that have been converted to the BLT hook for use. In this collection, there are scripts that allow skipping of the black introduction screen to a heist, the statistics screen, and the pick-a-card screen, as well as allowing you to auto-pick a card, changing the colour of a civilian's waypoint when they're pacified, and displaying when someone is using Voice Chat. You can dynamically toggle all these functions with the ingame Mod Options menu, as well as customize any delay periods that you'd like for the skip timers.
UTILITIES COUNT GUI V3.01: The third version of the mod I made to display pager count on the go, as well as adding some functionality provided by this fellow right here. Assign keys to the ingame keybind options to report, add, or subtract your current Pager Count. Hosts who have the mod will automatically update the client's Pager Count, which will both show up blue. If you are not host, then the Pager Count will still automatically update, however if you join in the middle of the game, your Pager Count may be desynced, and will show up red. To rectify this, bind Pager Add and Pager Remove in your Options > Mod Keybinds. Press Pager Add to add one pager to your (clientside) count, and Pager Remove to remove one. Enable Pager Count, Guard Count, and Intimidated Count in your Mod Options as you please; whatever you enable will be logged to the chat when you press your Utilities Count keybind.
[Download](http://steamcommunity.com/app/218620/discussions/15/618458030671890002/?tscn=1430591115)

This mod changes how security cameras beep.
In the base game, you don't know if a camera is seeing you or another player.
With this mod, which is effective only if the host runs it, all players will hear the beeps only if they are concerned, possible reasons for that are:
- a camera is seeing the player;
- a camera is seeing a hostage moved by the player;
- a camera is seeing a bag dropped by the player.
In this example, no beeps for you while the other player is messing with the camera.

## About
This mod provides a bunch of new frame rate limit options in addition to the existing ones. Yes, it actually *is* possible to go beyond 135 fps.
Existing options: 30, 45, 60, 75, 90, 105, 120, 135
New options: 144, 150, 175, 200, 225, 250, 275, 300
#### UPDATE: Because OVK have officially added the 144 and 300 (*Unlimited*) options in a recent (as at U107) update, this mod may no longer be necessary for you. Going forward, I will be adding more fine-grained options spanning 25 to 60 fps in a future update. Why 25 fps? Because the engine randomly decides to plummet to <1 fps if I go any lower than that. Yes, **below** 1 fps, with no way to recover apart from terminating the game.
## Preview
![](https://i.imgur.com/GPlMyXf.png)
## Usage
Installation of the mod is straightforward - simply install the mod the same way as any other BLT mod. No configuration is necessary.
## Notes
- You must disable vsync for the larger frame rate limits (i.e. greater than your monitor's refresh rate) to have any effect
- Raising the FPS limit above normal levels forces your computer to work harder than it normally would, causing it to consume more power and generate more heat. Consider this carefully before you proceed to do so.
`/////////////////////////////////////////////////////////////////////////////////////`
# Disclaimer
### I am NOT to be held responsible should you somehow kill your computer, experience (power) bill shock, meet aliens, and / or somehow encounter some unfortunate situation with the new options. Your use of the frame rate limit options are entirely at your own risk; if something breaks, that's not my fault. Consider yourself warned!
`/////////////////////////////////////////////////////////////////////////////////////`
## Download
**Please read the disclaimer above before downloading the mod. By downloading and using the mod, you agree that in no event will the author be held liable for any damages arising from the use of this software.**
[http://download.paydaymods.com/download/latest/fpscap](http://download.paydaymods.com/download/latest/fpscap)
## Changelog
0.0.1 / revision 1:
- Initial release
0.0.1.1 / revision 2:
- Refined code for flexibility in adding new frame rate limit options

This mod makes large numbers of enemies active without destroying performance.
It does NOT change spawn rate or amount.
###What exactly does this mod do?
**1/ Normal behavior of a cop**
First, let's define what is the normal behavior of a cop as it's a really important notion to understand how FSS can affect difficulty, depending on the hardware you use.
Imagine there are only you and one unique cop all over the map. In this situation, that cop is always performing at his maximum level of planned efficiency (all reaction delays and check intervals specified by OVERKILL are respected). I consider this as the reference of what OVERKILL designed and wanted in terms of difficulty.
**2/ Responsiveness**
Before [Update 173](http://steamcommunity.com/games/218620/announcements/detail/1666767238319907275), task throughput was equal to host's frame rate; it is now set to 60 tasks per second. Above a particular number, more cops means more gap between specified delays/intervals and what really happens.
Steps:
a/ an AI refreshes its sight sense and sees something new;
b/ it takes the decision to change its focus (or not);
c/ it applies stare/pause defined delays to simulate human reaction times.
With a throughput too low, AI's eyes aren't refreshed fast enough, an unwanted delay is introduced in step *a* and their reflexes get degraded.
**3/ Unleash'em all!**
This is where Full Speed Swarm comes into play: it lets the game execute as many tasks as required. So even with 100 cops on the map, they can all perform as well as if they were alone.
With this point in mind, you can now understand how Full Speed Swarm does not add difficulty, it just helps to reach what was originally designed.
###Are there any drawbacks?
Executing way more tasks increases CPU workload therefore frame rate may lower a bit on low-end computers. To mitigate this, I've optimized a lot of things (unchanged behavior, faster process). In case it still makes too much of a difference, you can adjust the maximum tasks throughput in the options menu.
###Additional features
On my way to optimize whatever I could, I've added to some of the rewritten function a few off-topic things.
**1/ Stealth**
During stealth, the maximum interval between 2 sight refreshes is set to a significantly shorter value to prevent civilians starting to notice very quickly a player after he already got too close.
**2/ Domination process**
Friendly AI don't shoot at cops that players are trying to intimidate.
**3/ BLT's Delayed Calls**
As I wasn't happy with the original implementation, I've replaced this library by one with, on top of being faster, a functional Remove() method and that supports for repetitive calls.
**4/ Adaptive LOD updater**
It's the thing that gives animation priority to characters in the center of your screen. If there are too many cops, the original updater can't process it all in time and the cops you are focusing on look very laggy. Instead of always processing 1 character per frame, the new system does 1 per group of 25 per frame, giving a much smoother result with very high number of cops.
**5/ Walking quality**
Setting this option to "very high" will override the LOD value, making sure a
visible character is moved at least once every 2 frames. "Ultra" does the same
except visible characters are moved at every frame.
**6/ Fast-paced game (option)**
Disabled by default, this option enhances the difficulty by removing several delays punctuating cops' behavior. Cops won't run faster, they won't deal more damage, they'll just wait less between each of their actions.
**7/ Improved chase (option)**
Apply Iter's path extender to all cops, making them reaching players much faster.
**8/ Nervous game (option)**
Enemies' reactions escalate faster. It can be summed up by: aim less, shoot more!
**9/ Custom assault (option)**
Cops don't rush in straight lines.
**10/ Cop awareness (option)**
Make cops to face their enemies and shoot more at them while they move.
**11/ "Big Party" mutator**
A mutator inspired by GoonMod's Excessive Force. The original one spawns more than 2000 cops, nothing can handle that, here you can define approximatively how many cops you will fight by setting its parameter.
**12/ "Real Elastic" mutator**
It decreases maximum number of cops, activates all FSS's gameplay changing options and removes grace period for players. Requires Iter.
**13/ Panic effect**
If you like to play with perks Muscle or Sociopath, that's for you!
###Performance###
For my tests, I used a mutator which is a port of the old "Excessive Force" mutator of GoonMod. It's named "Big Party" and is integrated to the mutator system of the game.
![](http://i.imgur.com/WY5EelY.jpg)
With settings giving around 200 cops at the same time, on the Big Bank heist on normal difficulty with no TeamAIs:
- with only the modified mutator, I get 70/75 fps and a really unresponsive police force;
- with the processing of the AI tasks unlocked, I get 25/30 fps and a swarm of angry cops;
- finally with the optimizations, I get 45/50 fps.
Results may obviously vary depending on your hardware. (Numbers may have changed as many updates have been released since tests were done.)

GageHud is a Hud Extension Compilation that is put together from many mods various modders created.
Features are:
Hud-StatsScreen
CustomHud
DynamicHud
MiniMap(The Casino Map is not that accurate)
Percentage HudSuspicion
Kill-Counter
Skip Restart Counter (Not tested with other players in the lobby)
Flashlight Extender
Bullet Decapitations
Preplanned
And many more...
Big Credit to Seven, thatguyfrombreakingbad, UndeadSewer, YandereSnake and the entire modding community.

![](http://i.imgur.com/opinBdy.jpg)
Simple mod that enables the currently unimplemented Gensec Shotgunner as a unit on Deathwish, as well as fixing his weapon handling to work properly as a Benelli.
[DOWNLOAD!](http://download.paydaymods.com/download/latest/gensec_shotgunners)

Removes the ability for frag grenades, rockets and grenade launcher nades to be shot from mid-air since dynamite already does this making TNT a straight upgrade from all the grenades.
**(Warning: This ONLY works if you are the host or the host happens to have the mod because this will also affect clients without the mod too if the mod user is hosting)**
# [Download](http://download.paydaymods.com/download/latest/NoExplosion)

Ever wanted the heist names from Various Text Changes, but didn't want the rest of the changes to in-game text?
Ever wanted to use VTC but decided not to because I decided it was a 'smart' idea to change the heist names?
I've split the two parts of the mod into two separate mods because in retrospect changing the heist names was really stupid. Rather than write two individual changelogs, the VTC changelog will contain all changes to Heist Name Changes because HNC isn't going to be updated anywhere near as frequently.

Just a small tool for allowing modders to use held-keybinds more easily. There's only a few functions in this mod, but I kept having to duplicate them in every mod I made so I figured this would be easier.
Maybe something obvious already exists that does this, but I don't know of it/know how to use it, so there.
**Main Features:**
- Can efficiently check for held keys every frame
- Compatible with both BLT and SuperBLT.
- Check for held keys without iterating through all of BLT's stored keybinds every frame
- Also includes a copy of the mod "Keybind Restriction Removal" which - can be disabled in the menu. Please remove your copy of Keybind Restriction Removal if you already have it installed!
If you want to mod stuff with this, [check GitHub for the full documentation.](https://github.com/offyerrocker/HoldTheKey "d-don't hover over me senpai")
Submit a pull request to replace my crappy code with your less-crappy code, if you want.
----
If you encounter a bug, please report it and attach any crash log associated with it, and I'll fix it ASAP.
If you need help with any of my mods, please contact me via Discord or reddit.

HoloUI is a UI mod that changes most of the UI design of the game and has a lot of customization!
Features:
- Changes the design of the Hud & menu almost completely.
- Improved Chat: View old messages, you can copy & paste, select text with mouse and links work http://g.recordit.co/Gs31ilFSp4.gif
- Hud Scaling & Spacing option!.
- The mod no longer removes anything from the core game but builds upon it meaning it will less likely to crash/break.
- Lots of customization
[Steam group](http://steamcommunity.com/groups/HoloUI)
[GitHub](https://github.com/LBLuffy/HoloUI)
[Download](http://download.paydaymods.com/download/latest/HoloHud)

This is a collection of utilities and functions that are shared between multiple of my mods. You probably don't have to download this manually if you're not interested in using them for one of your own mods.
You can also [**find this mod on GitHub**](https://github.com/segabl/pd2-hoplib), so if you want to help with anything, feel free to fork the project, make changes and create a pull request if you're done so I can look at the changes. **This is also the preferred way to submit any issues you may have.**

This mod whispers to you in chat "PLAYERNAME is using VR!" when a player using VR joins your game.
That's... pretty much it.
I've been sitting on this mod because I was sort of afraid of how it could be misused, but I think the potential benefits outweigh the risks now.
Message me on discord if you have questions or comments, or if you need modding help.

![](https://i.imgur.com/aF5EK6b.png)
#### What is the In-Game Waiting Status Color?
This mod is simply changing the status color when a player that's in the Preplanning phase/Loading. For example, you can change READY status, NOT READY status, Joining status and Loading status from the white color to ANYCOLOR you wanted :)
[](https://giant.gfycat.com/)
#### How to change the color?
A. You can change the color yourself using a menu in-game option. By going to OPTIONS > MOD OPTIONS > INGAME WAITING STATUS COLOR After that. You have 2 choices.
1. If you are lazy. You can use "RESET" button to use default colors and default texts
![In-Game Waiting Status Color - Plan A Choice 1](https://thumbs.gfycat.com/JealousFearfulDowitcher-size_restricted.gif)
2. Type any texts and any Hex Color to satisfy yourself xD
![In-Game Waiting Status Color - Plan A Choice 2](https://thumbs.gfycat.com/SnappyHeartfeltBluegill-size_restricted.gif)
B. Or you can change it directly by going to PAYDAY 2\mods\saves click IGWSC.txt and you can change the color manually.
![In-Game Waiting Status Color - Plan B](https://i.imgur.com/3AAALit.png)
Source code : [GitHub](https://github.com/PJzuza/IGWSC)

![InspirePriority](http://gpplanet.de/wp-content/uploads/2016/02/inspirepriority-300x171.png)
More infos at [GPPlanet.de](http://gpplanet.de/pd2-inspirepriority/)
A PAYDAY 2 Mod to improve the aced Inspire skill: The mod is going to give downed teammates more shout priority in order to revive them instead of intimidating or marking enemies or interact with objects in your close environment.
**Features:**
* Give the Inspire Skill most Priority while shouting at teammates (only if Inspire [Ace] is skilled, the player aims at the teammate, and the target is in range and downed…)
-> Players won’t mistakenly intimidate or mark enemies any more if they want to revive teammates.
* Deactivate any Interactables (Deactivates the usage of Bags, Ammo Bags, Medic Bags, etc.) while the player wants to revive teammates.
-> Players won’t mistakenly interact with objects while they want to revive teammates.
-> Usage of **medic bags** is reenabled if downed 3 (or other set value) times
-> **Manual revive** is reenabled if the target has only 2 (or other set value) seconds left until going into custody
-> This feature can temporary be disabled by holding **steel_sight_button** (usually right mouse button).
* [client only] Chat message if the revive attempt was not successfull… (There is only a 70% chance that the attempt is successfull.)
either in Payday’s „vulgar“ slang or (if set in options) in formal english.
* All of the functions above can be individually toggled on/off in the options menu
This is NO CHEAT, because the skill itself is not affected. The mod changes only the priority of the different interaction features [clientside]. That’s why this mod works too, even if the host or other teammates haven’t installed InspirePriority! :)
**Thanks to:**
F1rekin (for testing, german translation and some phrases for fail messages)
**Installation:**
As this is a Payday 2 BLT Mod, you need the Payday2-BLT-Mod-System installed. You can download this from [http://paydaymods.com/download/](http://paydaymods.com/download/)
Simply extract the InspirePriority - Folder into the /mods - directory.
[Download](http://download.paydaymods.com/download/latest/InspirePriority)

Ever felt like waiting for 5 seconds until the card you pick is flipped is too long? This mod will instantly reveal your loot when you pick a card!
Do note that it will also show you the loot of everyone else right after they picked their card, and if you're host you'll be able to continue back to the lobby. However, players who don't have this mod will see all the card drops take 5 seconds as usual, so be mindful when hosting with this mod!
For best results, use with a script for auto-picking a card!

## About
This mod enables accessing chat and viewing the states of other players in the lobby while in the inventory, blackmarket, preplanning, Crime.net, skills and perk deck selection screens. ~~Phew, what a mouthful.~~ The following preview screenshots will likely do a better job of explaining what this mod does to you than I can ever hope to, so scroll on below to have a look.
## Download
[http://download.paydaymods.com/download/latest/ICAPS](http://download.paydaymods.com/download/latest/ICAPS)
## Previews (36 images)
### New in 0.0.3 / revision 4:
![Mutated lobbies are now indicated with purple contract text](https://i.imgur.com/y4Rqwt8.jpg)
### New in 0.0.2 / revision 2:
![Contract information is displayed while in the main menu lobby](https://i.imgur.com/BnPLWKd.png)
![Lobby contract box GUI job plan icon](https://i.imgur.com/YEkhR76.png)
![Chat panel 'ghost' mode](https://i.imgur.com/bCzbIYv.png)
![Player state text labels will now be suppressed if the total player limit exceeds 7 players](https://i.imgur.com/wI2ryfG.png)
### *(the following are old screenshots from 0.0.1 / revision 1)*
### Player inventory:
![](https://i.imgur.com/7qc8ymm.jpg)
![](https://i.imgur.com/Qtsxxec.jpg)
### Blackmarket:
![](https://i.imgur.com/K1AGX3E.jpg)
![](https://i.imgur.com/cRAYTqj.jpg)
![](https://i.imgur.com/2h5qRxW.jpg)
![](https://i.imgur.com/PMtcppS.jpg)
### Weapon customization:
![](https://i.imgur.com/cWqwQ6l.jpg)
![](https://i.imgur.com/1rE3249.jpg)
### Weapon customization (reticle selection):
![](https://i.imgur.com/3YsQnBl.jpg)
![](https://i.imgur.com/tYTcohy.jpg)
### Mask customization:
![](https://i.imgur.com/6sge2nM.jpg)
![](https://i.imgur.com/8DMkfyz.jpg)
### Skill tree and perk decks:
![](https://i.imgur.com/l9LEXYE.jpg)
![](https://i.imgur.com/zgwZEms.jpg)
![](https://i.imgur.com/9KO6Leb.jpg)
![](https://i.imgur.com/KYZ2Dwe.jpg)
### Crime.net:
![](https://i.imgur.com/KFshv24.jpg)
![](https://i.imgur.com/4epf43x.jpg)
### Crime.net (Side Jobs):
![](https://i.imgur.com/VabumUq.jpg)
![](https://i.imgur.com/UrKC8gA.jpg)
### Crime.net (Contract selection):
![](https://i.imgur.com/lbc042N.jpg)
![](https://i.imgur.com/mBH2QuX.jpg)
![](https://i.imgur.com/K6XIlNl.jpg)
### Preplanning:
![](https://i.imgur.com/ZZF1RqZ.jpg)
![](https://i.imgur.com/1YCHonP.jpg)
![](https://i.imgur.com/kWooSVH.jpg)
### In-game Mission Briefing GUI (Loadout):
![](https://i.imgur.com/XCTGljs.jpg)
![](https://i.imgur.com/1KZvIjz.jpg)
![](https://i.imgur.com/EMmKEuk.jpg)
![](https://i.imgur.com/OZvblNY.jpg)
![](https://i.imgur.com/S4LxJsO.jpg)
## Usage
Installation of the mod is straightforward - simply install the mod the same way as any other BLT mod. No configuration is necessary.
## Notes
- The *Show Chat* button pulses if new messages are received while the chat panel is closed
- The chat panel can be opened and closed using the same key for in-game chat
- With the exception of the Crime.net and preplanning chat panels, all other chat panels added by this mod are **not** transparent to mouse clicks (i.e. clicking anywhere in the latter chat panels does not cause the GUI behind them to respond to the click)
- All *Ready* players will have a subtle pulsing glow under their state text
- The local player's slot and empty player slots are dimmed out to avoid drawing unnecessary attention to them
- Player states are also shown in preplanning, with the drawing tools panel moved up slightly to avoid collision
- The available perk points text is moved up by 15 pixels when in a lobby to avoid potential collision with the player state text labels
- This mod also implements two lobby sync states that were unused by OVK, namely *Modifying Weapon* and *Customizing Mask* (as opposed to *In Inventory* being shown for those two screen types)
- [Contract information is displayed while in the main menu lobby](https://i.imgur.com/BnPLWKd.png) (new in 0.0.2 / revision 2)
- [A job plan icon is added to the main menu lobby's contract box GUI](https://i.imgur.com/YEkhR76.png) (new in 0.0.2 / revision 2)
- Will only be visible if the host has set the lobby's preferred tactic to *Stealth* or *Loud*
- [The chat panel has a 'ghost' mode](https://i.imgur.com/bCzbIYv.png) (new in 0.0.2 / revision 2)
- If a new message is received while the chat panel is closed, the chat panel will immediately appear in a non-interactive, translucent form so that the message can instantly be read
- The 'ghost' chat panel fades away again 10 seconds after the most recent message, or immediately upon opening and closing the chat panel
- The 'ghost' chat panel will be made invisible for as long as the mouse cursor is within its area. This is to prevent chat spam from obscuring the GUI beneath the chat panel
- [Player state text labels will be suppressed if the total player limit exceeds 7 players](https://i.imgur.com/wI2ryfG.png) (new in 0.0.2 / revision 2)
- The inventory profile selector is moved up when in a lobby to resolve a collision with the player state text labels (new in 0.0.3 / revision 4)
- The localizations loading code was from *TdlQ*'s excellent Lobby Player Info mod
- The French translations were provided by *Mr.PlayYou [BE]*
- ~~Testing this thing is a nightmare in itself~~
## Download
[http://download.paydaymods.com/download/latest/ICAPS](http://download.paydaymods.com/download/latest/ICAPS)
## Changelog
0.0.1 / revision 1:
- Initial release
0.0.2 / revision 2 'A million years later':
- Added French translation by Mr.PlayYou [BE]
- Fixed an issue where opening the chat panel followed by the drawing tools panel
in preplanning would cause the player states panel to remain floating despite
the chat panel being closed
- Changed player state panels to be positioned using relative coordinates instead
of absolute coordinates
- Reduced the gap between the callsign and state text for each player
- Fixed chat output being unable to be scrolled with the mouse wheel in the
blackmarket nodes
- Added the chat and player state panels to the blackmarket weapon and mask
preview nodes
- Fixed an issue where an error string is displayed instead of a given player's
state while that player is joining the lobby
- Added support for displaying contract information while in the main menu lobby
- Added job plan icon to the main menu lobby's contract box GUI
- Will only be visible if the host has set the lobby's preferred tactic to
Stealth or Loud
- Added 'ghost' mode
- If a new message is received while the chat panel is closed, the chat panel
will immediately appear in a non-interactive, translucent form so that the
message can instantly be read
- The 'ghost' chat panel fades away again 10 seconds after the most recent
message, or immediately upon opening and closing the chat panel
- The 'ghost' chat panel will be made invisible for as long as the mouse cursor
is within its area. This is to prevent chat spam from obscuring the GUI
beneath the chat panel
- Improved keyboard navigation
- Chat input is now activated immediately upon opening the chat panel
- Pressing the Escape key while the chat panel is open now only closes the chat
panel instead of triggering a node backout (i.e. returning to the previous
screen)
- Behavior is unchanged if the chat panel is not open (i.e. in this case,
pressing Escape will return to the previous screen)
- Adjusted the player states panel for better compatibility with the BigLobby mod
- Player state text labels will now be suppressed if the total player limit
exceeds 7 players
- Added automatic patcher for BLT's defective DelayedCalls:Update() and
DelayedCalls:Add() implementations
0.0.2.1 / revision 3:
- Removed automatic patcher and replaced it with a dependency on the Delayed Calls
Fix mod
- Added the chat and player state panels to the new skilltree node
0.0.3 / revision 4 'GUI code is aggaffdigfajgifbgxpcvk':
- Removed dependency on the Delayed Calls Fix mod due to polling loop removal
- Replaced the time-driven job plan polling loop with an event-driven hook for
better efficiency
- Jostled the multi-profile selector upward when a lobby to resolve a collision
with the player state text labels
- Fixed an incompatibility issue with the multi-profile selector and Blackmarket
custom name input fields (thanks to BangL for reporting the issue)
- Added the chat and player state panels to the new upgradable safe house and
mutator list nodes
- Added the crimenet sync state for the mutator list node
- Mutated lobbies are now indicated with purple contract text
0.0.3.1 / revision 5:
- Fixed an incompatibility issue with the skilltree skillset name input field
(thanks to Phoenix for reporting the issue)
- Optimized InventoryChatAndPlayerStates:StoreJobData() slightly
0.0.3.2 / revision 6 'But why?':
- Updated for compatibility with BLT 2.x
- Added an empty placeholder icon (cba to make a proper one atm)
- Added a crash fix for running this mod alongside others that hook
MenuKitRenderer:_set_player_slot() without calling the original function (thanks
to dive_bomber for providing me with the information I needed to track this
issue down)
- Added the chat and player state panels to the new crew management node
- Contracts that disallow mutators (such as the safe house raid) will no longer
have their text misleadingly colorized in purple
- Blocked this mod's chat and player states panels from being added to GUI panels
when the local player has already spawned into the game (occurs when using the
large Crime.net screen in Dallas' corner in the upgraded safe house to view
trophies)

Iter improves navigation of all AIs.
This is the kind of fun that base game is able to provide.
###Main features
- a reworked algorithm for long paths involving the traversal of several navigation segments
- a path extender to prevent pauses when changing of navigation segment
- a path streamliner to reduce silly detours
- improved congestion handling around navlinks (ladders, jumps, climbing, ...)
- a bunch of map changes (see below)
###Map fixes

Alesso

fixed a few navlinks

Bank Heist: X

made sure that AI can always enter the vault

Beneath The Mountain

fixed AI access to 2 entrance control rooms

Big Bank

fixed guards stuck in inner area

Big Oil D2

fixed AI access to computer room of 1st floor if opened with a drill or a keycard

Birth of Sky

fixed access to roof of gas station

Boiling Point

fixed issue with blown up wall on the left

Brooklyn Bank

fixed navigation in the sewers entrance

Diamond Heist

improved performances

Diamond Store

fixed door between security room and store when opened by AI

Escape: Garage

fixed navigation when some doors are opened with a saw

Firestarter D1

fixed navigation blocked even when a random wall is not spawnedfixed navigation when shooting fences' padlocks

Firestarter D3

made sure that AI can always enter the vault

Goat Simulator D1

fixed an issue where AIs were blocked near a white truckfixed navigation so AI can enter the exit truck when it's under a bridge

**JCGM aims to bring back "classic" (pre-Crimefest-2015) "vanilla" gameplay feeling many of us loved and miss**, while also providing some realism and "game factor" based balance tweaks.
__Gameplay was balanced around and for vanilla gameplay design. This means we decided to don't mess too much with game or guns mechanics__, what can pierce shields, armors, etc.
JCGM features TL;DR version:
- Updateproof, compatible with most mods
- Modular
- No deep gameplay changes, good old payday gunplay
- Fixed "OP" guns, made all weapons useful
- It's fun
One of the main goals was making all weapons combat and DW viable. See, once upon a time "Commando 553" was an AR king, "Clarion" was brutal, AK5 was a good gun and "Valkyria" was compared to "Meta-4". Overkill's Gun Rebalance which was supposed to "make some unpopular weapons more popular" made some weapons, including some good DLC guns, plain broken or worthless compared to mentioned, trusty CAR-4. **With this mod, finally You aren't deemed to use only 3 or 4 "best" guns in the game.**
Also:
**Don't dwell too much on the "unreasonable" stats in-game. STATS DISPLAYED IN THE GAME DOESN'T MEAN MUCH**, it shows only a fraction of a game modifiers on how the gun acts. Remember that and thus remember TWO DIFFERENT GUNS WITH SAME STATS DOESN'T ACT THE SAME (due to different recoil patterns and spread cones). The RECOIL IS STILL THERE and "accuracy" is just a modifier of the mentioned cone. If I'm not mistaken there's also the "weight" of the gunparts that somehow affects it's behaviour? So it's not like some guns are just reskins of others. Especially that I MADE SURE EACH GUN HAS IT'S OWN PERKS.
**Knowing some people might be unhappy about some changes, I've decided to split some parts of the mod into separate "modules" which can be disabled.**
**Mod does NOT add any gun parts, extra features like LMG sights, etc, IT'S PURELY A "STATS" MOD, which means it should be compatible with every other mod** (apart from other rebalance mods, obviously) out there and for the most part, be update-proof.
**MOST DRASTIC CHANGES:**
Heavier (7.62+) LMG's (MG42, HK21, M240) can pierce through shields so they can be used like actual LMG's and somewhat "standalone" instead of relying on sniper \ HE shotty buddy to take care of shields covering enemy advance (so they can be used like real LMG's and not just AR's with bigger mags and lame damage). It's not really OP given the spread, recoil and damage scaling during penetration.
Peacemaker was beyond saving because of the 1 year long reload, so I gave him 240 damage per shot and ability to pierce shields. Seems that it's _somewhat_ useful now.
**DOWNLOAD:**
http://download.paydaymods.com/download/latest/JCGM
**OTHER FEATURES & CHANGES:**
For the most part, damage is scaled by the calibre \ class of the weapon.
Most 7.62 mm calibre weapons can pierce through thin materials (doors, window frames, etc).
More realistic magazine ammo counts in terms of some weapons (AR15, M14, Galil...).
Introduced some changes to how DMR Kits affect Your weapons damage and ammo count.
Changed the way LMG's and Minigun are supposed to be used.
KSP 58 (Swedish M240) is now a gun that's supposed to be used like it's real counterpart: supported (bipod position). Not like a KSP LMG (Swedish M249) spray machine retexture. It packs a real mean punch, but will be jumpy as funk if you try to use it unsupported or well, spray.
Mod nerfs pistols to more reasonable numbers, while still not making "pea-shooters" out of them. This makes "Gunslinger ACE" skill important again, it finally provide a difference on DW.
**CREDITS:**
- Jon
- Herr Lutter (some coding, help with getting some things done, great feedback, testing)
- Blaze the Fox (actually pushing me towards doing it, config base)
- DMCWO (code snippets)
- Weaboo-san (code snippets)
**LICENSE:**
Do whatever You want with these, just don't cheat and don't put it out under similiar name. Oh, and any credit would be nice. "Have fun... or don't".

This mod will penalize players who kill civilians.
![](http://i.imgur.com/keMtN5u.jpg)
For each civilian killed, the player will be 2% more likely targeted (it's like the 15% of Meat Shield of the Muscle perk).

This mod lets you issue various types of order to your AI teammates.
- Enhance path of all bots so they get to you faster.
- Ensure [bots take back their position](https://youtu.be/fgoesI6NvLY?t=12) if pushed back.
- Provide behaviors like "use cover" or "patrol".
- Let players order bots to interact with stuff:
- Fix all pathing issues of jokers so they never get stuck or despawned:
- Handle jokers and let you name them:
![](http://i.imgur.com/4UfXmYQ.jpg)
- Support for [GoonMod's Custom Waypoints](http://download.paydaymods.com/download/latest/GCW) to assign precise positions: place a mark, shout at a bot, and rather than keeping his current position, he'll go where the mark is (and he remembers the position so you can remove your mark and place it elsewhere):
![](http://giant.gfycat.com/WarpedImaginaryAmericancicada.gif)

This add-on mod for Keepers will give Jokers random names instead of using the same name for every Joker. There are a few options for selecting the format of the name as well as using names from a custom name pool.
Players that are using Keepers will be able to see the custom names even if they aren't using this mod.
[Uses HopLib](http://paydaymods.com/mods/629/hoplib)
You can also [**find this mod on GitHub**](https://github.com/segabl/pd2-keepers-joker-names), so if you want to help with anything, feel free to fork the project, make changes and create a pull request if you're done so I can look at the changes. **This is also the preferred way to submit any issues you may have.**
**Credits:**
French Localisation by PoorpocketsMcNewhold
Swedish Localisation by BreakinBenny
Thai Localisation by PJzuza

![](https://thumbs.gfycat.com/FlimsyTiredBackswimmer-size_restricted.gif)
This mod provides you with a fully customizable kill feed. Every setting can be changed in the mod options menu.
[Uses HopLib](http://paydaymods.com/mods/629/hoplib)
You can also [**find this mod on GitHub**](https://github.com/segabl/pd2-kill-feed), so if you want to help with anything, feel free to fork the project, make changes and create a pull request if you're done so I can look at the changes.
This is also the preferred way to submit any issues you may have.
**Credits:**
Chinese Localisation by ??????K?
French Localisation by PoorpocketsMcNewhold
Italian Localisation by [Ca$h.it] Winston Wolfe
Russian Localisation by Niceguy1331
Spanish Localisation by ElReyZero1201
Thai Localisation by PJzuza

*Formerly "New Networked Lasers." We're going New Coke, baby!*
**Lasers+ (or "Lasers Plus") is a Quality-of-Life BLT mod that allows you to change laser and flashlight colors, as well as a couple of inventory features.**
Freshly optimized and combat-ready!
The main purpose of this mod used to be to display your laser color to other teammates with this mod, but this feature has been implemented into the game as of Update 161.
Luckily, this mod still has features that the base game does not, such as the ability to change the colors of lasers that are not your own, such as teammates, snipers, turrets, and vault lasers.
**Features**
* Customizable R/G/B/A levels with in-game menu for:
- Your weapons' lasers
- Your weapons' flashlights
- Your teammates' lasers (in case those idiots won't stop making their lasers the same color as enemy sniper lasers)
- Your teammates' flashlights
- Enemy snipers' lasers (in case you don't want to stop those idiots from making their lasers the same color as enemy sniper lasers)
- World/vault lasers such as the ones in Big Bank, GO Bank, Golden Grin, or Murky Station
- Turrets' lasers (for three different modes: normal, reloading, and ECM hacked)
* BLT Auto-updated
* Make any lasers or flashlights strobe in different colors
- Make custom strobe patterns
- Sync your strobes with other players
* Laser colors can be updated mid-game
* Quality of Life inventory feature: Newly purchased weapon laser/flashlight gadgets in the Black Market will default to your selected Lasers Plus laser color or flashlight color, rather than default green laser/white flashlight.
* Quality of Life inventory feature: Newly purchased weapon sights will default to the reticule symbol and reticule color of your choosing, which can be customized in the menu.
Preview: https://gfycat.com/gifs/detail/SardonicGentleEnglishpointer
Team Preview: https://gfycat.com/DeliriousWideAvocet
**Planned**
* More organized menu
* Menu system for strobes
* Synced Flashlight colors and strobes
* Blacklist for certain laser colors or colors within a certain boundary (eg. lasers that are too close to the sniper laser red)
* Code that is not bad
**Known Issues**
* Flashlight strobes are not currently networked to other players with this mod
* "Vanilla Mode:" After selecting any given player/teammate laser override custom color/strobe, if you want to change back to the custom laser colors provided in the base game to attachments, you will need to start a new heist for the changes to take effect. I will try to address this later.
**FAQ**
Q:
Can I disable other players' lasers so I don't confuse them with snipers?
A:
Yes. You can set them to any color or strobe you like so that you can distinguish them, or else you can choose to make them invisible.
Q:
How do I make custom strobes lasers?
A:
Consult the readme! It's a confusing system at the moment while I write the menu. Also see this resource website for creating desired colors with RGB called ColorPicker.
Q:
Can I disable [x] feature of this mod?
A:
You can disable any and all of the features in this mod at will, through the menu. If you just want to change the laser color of enemy snipers, or if you just want to make your own gadgets a colorful, blinding disco-inferno rave of rainbow hell, then you can do that!
Q:
Do I.... internet?
A:
Yes.
If you encounter a bug, please report it below, and attach any crash log associated with it.
If you need help with any of my mods, please contact me via discord, reddit, Steam, or email.

Adds The ability to Aim down sights on all 5 LMGs. You can now Aim Down Sights while deployed and the deployed spread will act as if you were Aiming down sights.
**-New Feature on 0.60!**
* You can now equip scopes on all the LMGs.
* Buzzsaw's suppressed barrel is now aligned (also its been buffed slightly because you cannot equip scopes because of alignment issues)
The weapons included are:
* RPK ![RPK](http://i.imgur.com/U78VLDA.jpg)
* KSP ![M249](https://i.imgur.com/2pVnkFz.jpg)
* Buzzsaw ![MG42](https://i.imgur.com/irUJrep.jpg)
* Brenner ![HK21](http://i.imgur.com/LHek2kI.png)
* KSP58 ![M240](http://i.imgur.com/Rc2ypEK.png)
# [Preview Video By Mecha120!](https://www.youtube.com/watch?v=xnnF8pOwQHo)
# [Get it Here!](http://goo.gl/NmPpKI)

## About
This mod displays tips and game session information on the level loading screen, where available.
## Previews
![Safe House](https://i.imgur.com/2NmBGJ2.jpg)
![Playing an offline game](https://i.imgur.com/f09zHEq.jpg)
![Hosting an online game](https://i.imgur.com/gy3cgzF.jpg)
![Connecting to an online game](https://i.imgur.com/ZJmPUVb.jpg)
## Usage
Installation of the mod is straightforward - simply install the mod the same way as any other BLT mod. No configuration is necessary.
## Notes
- When a controller is being used, the loading screen will periodically (every 10 seconds) switch between the game information screen and the controller infographic (demonstration [here](https://gfycat.com/SinfulAptChimneyswift))
## Credits
- The localizations loading code was from *TdlQ*'s excellent Lobby Player Info mod
- The French translations were provided by *Mr.PlayYou [BE]* and *LASTBULLET_Babyforce*
- The Russian translations were provided by *Magic Bitard*
- The German translations were provided by *Luca-* and *FeelAlive*
- The Italian translations were provided by *4loris4*
- Some custom tips were submitted by the following people:
- *KouRyuu*
- *Alcat101*
- *Fooksie*
## Download
[http://download.paydaymods.com/download/latest/loadingscreeninfo](http://download.paydaymods.com/download/latest/loadingscreeninfo)
## Changelog:
0.0.1 / revision 1:
- Initial release
0.0.2 / revision 2:
- Added French translation by Mr.PlayYou [BE] and LASTBULLET_Babyforce (game
information and custom tips; default tips are OVERKILL-translated ones)
- Added Russian translation by Magic Bitard (game information and all tips;
OVERKILL did not provide Russian translations with the game)
- Added 11 custom tips
- Added 8 custom tips by KouRyuu
- Implemented support for custom tips
- Reduced loading screen fade in duration from 1 second to 0.5 seconds
- Increased tip text size
- Tips and briefing information are no longer forced to uppercase
- Added box corners and darkened backgrounds for consistency with the game's UI
design
- Fixed stale lobby information being displayed when loading the safe house level
or starting an offline game
0.0.3 / revision 3 'Better late than never!':
- Added German translations by Luca- and FeelAlive (game information and custom
tips; default tips are OVERKILL-translated ones)
- Added Italian translations by 4loris4 (game information and custom tips; default
tips are OVERKILL-translated ones)
- Added 2 custom tips by Alcat101 (only available in English for now; translations
on the way)
- Added the first set of 6 custom tips by Fooksie (only available in English for
now; translations and level-specific tip support on the way)
- Fixed a crash issue related to custom campaign briefings (thanks to Martini and
=TBM=[PHE$] BangL for reporting the issue)
- Pro jobs are now indicated in the level name
- Tactic and kicking icons are now displayed where applicable (no icons for the
'Any' and 'Host Kick' options, however)
- Fixed player counts occasionally being shown as 1 instead of the actual number
of connected players
- Disabled default tip 'tip_law_enforcers_as_hostages' (since
'loadingscreeninfo_tip_dominator' already covers it; thanks to Fooksie)
- Tweaked text sizes for readability at very low screen resolutions
- Added basic controller support
- When a controller is being used, the loading screen will periodically (every
10 seconds) switch between the game information screen and the controller
infographic
0.0.3.1 / revision 4 'U138 crash hotfix. Also, why's the text all chipped and
eroded since U100? OVK, what did you fix this time?':
- Added a new 'Host Reputation' field, which was introduced in U107
- Added support for the additional risk levels introduced in U109.1
- Fixed a potential nil crash issue
- Fixed the risk level indicator being broken by U124 or U125
- Reworded several default tips to reduce the number of cringes per heist
0.0.3.2 / revision 5 'Wait, people actually use this mod?':
- Jostled the game's default tips/trivia panel to the left to resolve a collision
with the briefing panel
- Resolved a namespace conflict that caused the game's default tips/trivia panel
to lack box corners
0.0.3.3 / revision 6 'OVK, make up your minds on the panel design already, will
you?':
- Adjusted offsets for the game's default tips/trivia panel to resolve a clipping
issue
- Fixed a crash issue related to controllers due to a code change introduced in
U144
0.0.3.4 / revision 7 'Newer and shinier is always undeniably better, right?
Yeahno.':
- Updated for compatibility with BLT 2.x
- Added an empty placeholder icon (cba to make a proper one atm)
- Fixed the backdrop panel identification logic for compatibility with LuaJIT,
which was introduced in U153
- Fixed the fallback behavior to create the game's default tips/trivia panel (if
desired) whenever possible instead of falling back to an empty pre-U140 screen
- Fixed an issue where level names containing non-alphanumeric characters (e.g.
Brooklyn 10-10) are being appended unnecessarily to the contract name despite
the two strings being identical
- Refactored the code to use panels more efficiently and make rearranging them
easier in future
- Moved the game session information panel up to resolve a collision with the
game's default tips/trivia panel (thanks to Ellie for reporting the issue)
- Added autoscrolling functionality to the custom tips panel
- Added preliminary Crime Spree support
## Tips
### Default tips
*(will be rewritten in future to better fit Payday 2)*
- You can reload your weapon even if you haven't completely emptied your current ammo clip.
This way you make sure that you have a full clip the next time you run into trouble. This is called a "tactical reload".
*(yes, I know they're called magazines, not clips. I'll change this up when I rewrite the default tips)*
- Different weapons are more effective at different ranges, and are therefore suited for different situations.
- It is always quicker to switch to your sidearm than reloading your primary weapon.
So if you run out of ammo for your SMG and you're in a tight spot, switching to your sidearm instead of reloading could save your life.
*(will reword to LMG instead of SMG when I rewrite the tips)*
- If you often run out of ammo, it might be a good idea to bring a bag of extra ammo.
When ammo is running low, place the ammo bag on the ground and use it to refill your stash.
- Shots to the head are more effective than shots to any other body part.
- The four types of special units are very dangerous, especially if you face them alone.
Team up to take them down!
- If a robber is shot down he goes into "bleed-out", where he can't move and can only shoot with his sidearm.
A robber in bleed-out can be helped back up at no cost.
*(will remove the "at no cost" portion. Old PD:TH cruft)*
- Don't shoot civilians. For each civilian you kill, penalty time is added to your regular custody time.
This means that if you are put in custody, you will have to wait longer before the police make an offer to trade you for a hostage.
- A robber who loses all his health is put in custody. When in custody, you can only be brought back through a hostage trade.
The police will contact Bain to set up the trade.
*(will reword to "is not helped up in time")*
- Shout at civilians to keep them in check.
A living civilian is always an asset, and lying down he/she is more likely to stay alive.
- The police will always take the opportunity to free hostages when no robber is nearby.
Spread your crew out and keep an eye on all the hostages - they are your life lines!
- Aiming down your sights allows you to shoot more accurately than you do when you shoot from your hip.
- A hit with the butt of your weapon can be a good way to finish off an opponent.
This is especially useful if you are low on ammo.
*(will reword to "your melee weapon")*
- While in bleed-out, you can still fire your sidearm.
When a partner is helping you up you can protect the both of you, but provoking law enforcers while on your own makes you an easy and helpless target.
### Custom tips
- Doctor Bags and First Aid Kits are both pickups that restore health, but there is a key difference between the two:
Doctor Bags will also reset the number of bleed-outs you have remaining, while First Aid Kits will not.
As far as possible, conserve Doctor Bags for use only when your view turns gray since they can be used fewer times in total.
- Keep track of the number of times you have entered bleed-out. Upon the third bleed-out (or your view turning gray), use a Doctor Bag immediately or you will go into custody if you are shot down again.
Once in custody, you can only be traded out with a hostage.
Incapacitation by Cloakers or Tasers does not count toward your bleed-out limit.
- Perk Decks provide a way to complement or enhance your skill set with additional abilities.
Some provide abilities such as increased armor or health regeneration, while others may grant interaction speed or team-wide boosts.
Used correctly, they will transform you into a formidable criminal adversary.
- Death Wish has an implicit requirement that all teammates know exactly what they need to do, and places them in demanding situations where a split second can mean the difference between success and complete failure.
If this does not describe your current experience level, you are strongly recommended to train with lower difficulties instead to first gain an understanding of both the game's mechanics and the given heist's objectives and requirements.
- The "ECM Feedback" Ghost skill enables ECM jammers to be interacted with to cause a feedback loop that incapacitates all enemy units nearby, including special units (Cloakers are immune to it, however).
All ECM jammers, even basic ones, can be used to open ATMs in place of a saw.
- Not all loud builds require armor. In fact, outfit does not typically dictate playstyle - instead, skill sets, perk decks, and loadouts do.
For instance, the "Low Blow" and "Sneaky Bastard" Fugitive skills both mandate low concealment values, which armor counteracts.
- Not all Ghost skills are focused exclusively on stealth. The "Silent Killer" skill allows silenced weapons to deal potentially more damage than their unsilenced counterparts.
The "Nine Lives" skill raises your bleed-out limit from 3 to 4, and adds a 35% chance to recover from bleed-out without any help when aced.
- Always spot special units, especially those nearby. This will alert your teammates to their presence since they pose a higher threat than most regular units.
Left unchecked, a single Cloaker and Taser pair can quickly and efficiently doom an unwary team to failure.
- The "Spotter" Mastermind skill causes special units marked by you to take an additional 15% damage.
- With the right skills, trip mines can be useful in both stealth and loud heists. The "Combat Engineer" Technician skill, when aced, enables trip mines to mark guards that pass by in stealth or special units during loud heists.
The "Shaped Charge" Technician skill, when aced, enables trip mines to be converted to shaped charges to facilitate quick opening of certain doors and safes.
- Your name is not John Rambo, nor is this an arcade game. Stop thinking you can tank bullets and shrug off attacks by waves of police, and start using cover to your advantage.
Then watch as your survivability increases dramatically.
- The "Pistol Messiah" Mastermind skill allows you to recover from bleed-out instantly upon killing an enemy with a pistol, while the aced version enables two additional uses of this ability for a total of three charges.
Together with the "Inspire" aced Mastermind skill, you may be able to salvage a situation that would otherwise have ended in failure.
- If you have the "Inspire" Mastermind skill, consider giving your teammates a movement and reload speed boost by interacting with them at close range so that your character urges them to hurry up.
This can be a boon for teammates wielding LMGs, RPGs, flamethrowers, or other slow reloading weapons.
-- Submitted by KouRyuu
Note that beckoning teammates to follow you does not trigger the speed boost, so please do not yell at them continually as that quickly becomes annoying.
- If you are already spec'd into the Mastermind skill tree, consider acquiring the "Dominator" skill as it will allow you to intimidate a regular cop into a hostage, who can then be used to trade a teammate out of custody - even after all civilians have long been rescued from the scene.
-- Submitted by KouRyuu
- Consider purchasing the same weapon several times and modifying each differently to suit different circumstances.
This will allow you to select a suitable weapon for any situation at any point in the game, since weapons cannot be modified while a heist is underway.
-- Submitted by KouRyuu
- The more enemies you can see, the more enemies there are with a clear shot at you. Minimize exposure to enemy units whenever possible.
-- Submitted by KouRyuu
This is especially important on Death Wish, where enemies can deal significantly more damage than usual.
- Do not underestimate light law enforcement units with lower health than others, for they can deal significantly more damage than their heavier counterparts.
Examples of such units are Hostage Rescue Team units ("whiteshirts") and Blue/Yellow SWAT units.
-- Submitted by KouRyuu
On Death Wish, pay attention to GenSec Elites as well since they deal very heavy damage.
- If you have a few unused skill points, consider picking up the basic "Cleaner" Ghost skill as it grants you a 5% damage boost against special units.
-- Submitted by KouRyuu
- The safe house is not just for show - use it to try out your weapons and get a feel for certain skills, away from the heat of battle.
-- Submitted by KouRyuu
- Don't forget to check what throwable you are bringing to the heist, if such an option applies to you.
Ace of Spades cards are not much help if what you really need is a frag grenade to clear a hallway, or a molotov for area denial.
-- Submitted by KouRyuu
- Special units will take an additional 15% damage when marked by trip mines that have been planted with the aced "Tactical Mines" and "Combat Engineer" Technician Skills in tandem, similar to the "Spotter" Mastermind skill.
-- Submitted by Alcat101
- Consider bringing silent throwables, such as Ace of Spades cards, to stealth heists as they will safeguard against accidental grenade throws.
Alternatively, consider rebinding your grenade key.
-- Submitted by Alcat101
- The Doctor Bag resets the number of times you can be shot down before going to custody.
When your screen turns gray, you're on your last down, so patch up.
-- Submitted by Fooksie
- If you have leftover ECM jammers during a stealth job, you might be able to open some ATMs for additional cash.
-- Submitted by Fooksie
- Remember to conserve resources, but not too much. Sometimes you'll have more supplies than you need, so find a good balance.
-- Submitted by Fooksie
- Cops will target loot bags and attempt to steal them. Sometimes, you can use this to your advantage to distract them from sabotaging objectives and rescuing civilians.
-- Submitted by Fooksie
- Cops will pick up loot bags they can find, revealing their location by the bags' floating contours.
-- Submitted by Fooksie
- If you can't see a sniper, you can usually trace their red laser sight to where they are hiding.
-- Submitted by Fooksie

Show selected perk and skill distribution for each player in the lobby:
![](http://i.imgur.com/o4a2g92.jpg)
It provides a synthetic overview of the team skills:
![](http://i.imgur.com/DTw9a3L.jpg)
Extra information is available in the loadout screen, you just have to put your mouse cursor over a player:
![](http://i.imgur.com/s6zJDNv.jpg)
Finally, you can customize how your lobby with look like in the options menu:
![](http://i.imgur.com/tsPmwG6.jpg)

This mod adds access limiters to your lobby and remembers its permission settings.
It operates very early in the connection process and rejected clients will be informed directly in crimenet (so no toxic join/kick) with an error message like:
![](http://i.imgur.com/SQ9ytz9.jpg)
Text displayed may change depending on the reason of the reject.
Infamy and max number of players can be set when lobby is created:
![](http://i.imgur.com/3AYTTOc.jpg)
All settings can be changed afterwards in menu "Edit Game Settings".

## About
This mod enables you to streamline the game's main menu (and its submenus) by hiding unnecessary or potentially dangerous entries such as the DLC advertisement and *Clear Progress* entries, respectively. It is fully customizable, and entries that are hidden are invisible and cannot be accessed by the cursor (arrow) keys either, so there will be no hindrance whatsoever to keyboard navigation.
## Preview
![(Extreme case, the mod offers granularity in hiding entries)](https://i.imgur.com/dvz3e9e.png)
## Usage
1. Install the mod as with any other BLT mod **and start the game once**, then quit upon reaching the main menu. This will allow the mod to generate a list of menu node entries (`mods/saves/mmstreamline_nodeconfig.lua`) that correspond to your version of the game.
2. Open the resulting `mods/saves/mmstreamline_nodeconfig.lua` file in a text editor of your choice (preferably **not** Windows Notepad nor Wordpad), and remove the comment markers (i.e. `--`) that precede the entry you wish to hide. For example, to hide the *Clear Progress* entry, look for:
-- CLEAR PROGRESS
-- clear_progress = true
And change it to:
-- CLEAR PROGRESS
clear_progress = true
3. After you have made the desired changes, save the file and start the game to test your changes. If all goes well, the entries should have vanished.
## Notes and limitations
- The preview screenshot merely illustrates the extent to which you can customize the menu; you most certainly are not required to go to that level of extremity (unless you so desire)
- The DLC advertisement entry is hidden by default (change `MainMenuStreamliner.HideDLCAds` to `false` in `mods/saves/mmstreamline_nodeconfig.lua` to reverse this)
- No other menu entries are hidden by default, you will need to edit `mods/saves/mmstreamline_nodeconfig.lua` to hide other entries
- If the mod does not seem to be working, you may have inadvertently introduced a syntax error to `mods/saves/mmstreamline_nodeconfig.lua`, check the BLT logs for details on what went wrong
- Configure `mods/saves/mmstreamline_nodeconfig.lua` generation options in `dumpmenunodes.lua`
- There are no in-game options for this mod
- There is no support for re-ordering menu entries
- If you have messed `mods/saves/mmstreamline_nodeconfig.lua` up and wish to start over / noticed a new menu entry that was added in a subsequent Payday 2 update, simply delete / rename `mods/saves/mmstreamline_nodeconfig.lua` and (re)start the game
## Download
[http://download.paydaymods.com/download/latest/mmenustreamline](http://download.paydaymods.com/download/latest/mmenustreamline)
## Changelog
0.0.1 / revision 1:
- Initial release
0.0.2 / revision 2:
- Fixed an issue where all DLC advertisements would be shown simultaneously when
hide_dlc_ads was set to false (thanks to Jaime J. Denizard for reporting the
issue)
0.0.3 / revision 3:
- Moved 'nodeconfig.lua' to 'mods/saves/mmstreamline_nodeconfig.lua' instead to
account for BLT's exceedingly 'helpful' behavior of deleting all files not
present in the update zip archive (thanks to Jaime J. Denizard for the report)
0.0.3.1 / revision 4 'D'oh!':
- Fixed a crash issue related to the new safe house introduced in U110 (thanks
to V45H for the report)
- If you were encountering crashes with previous versions, please delete and
re-generate 'mods/saves/mmstreamline_nodeconfig.lua' to fully resolve the
issue. Otherwise, no further action is necessary
- Fixed a crash issue that could occur whenever the 'ad_dummy' main menu entry is
hidden
0.0.3.2 / revision 5:
- Updated for compatibility with BLT 2.x
- Added an empty placeholder icon (cba to make a proper one atm)
- Fixed a crash issue related to Crime Spree changes
- Removed 'shoulddump.lua' functionality, the mod now determines whether to dump
entries based solely upon the presence of
'mods/saves/mmstreamline_nodeconfig.lua'

This mod adds the ability to place drills on bulldozers if you meet these requirements:
- have the skill Kickstarter aced;
- be in front of the bulldozer;
- and of course, be a little bit mad to attempt such a move.
If you manage to place it, the drill will shortly kill the bulldozer, though in the mean time he might get angry at you...
**Compatibility notes**
1/ The host must run the mod.
2/ A modded client joining a vanilla lobby will just make MTGA to stay inactive.
3/ Not all maps load the drill object (like Aftershock or White Xmas), in such cases MTGA loads an additional package so it works on all heists.
4/ What happens when a vanilla client joins a modded lobby...
... on a map lacking the drill asset? MTGA becomes inactive for everyone in order to prevent to crash the vanilla client.
... on a map having the drill asset? MTGA stays active, if a drill is placed, the vanilla client will see it but it will stay where it was spawned (as opposed to linked to the bulldozer's head, just a minor glitch only on his end)

This mod changes various things in the marking system:
- security cameras are ignored after the camera operator has been taken out;
- cops in the middle of the intimidation process are prioritized;
- priority can consider only angle instead of angle+distance (disabled by default).
![](https://i.imgur.com/UAdlcP6.jpg)

![](https://i.imgur.com/mlmK5ZY.png)
## What does this mod do?
- Give a chance around 20% that a player will get cuffed by any cops when they use a melee attack.
- If you got tased and then got meleed too then you can get cuffed instantly.
- Only Counterstrike skill that can help you prevent getting cuffed. (for now)
- The original idea came from [here](https://www.reddit.com/r/paydaytheheist/comments/63mjd8/anyone_else_want_cops_to_attempt_to_handcuff_more/)
![MeleeCuffbyCop example](https://thumbs.gfycat.com/SpanishBothCowrie-size_restricted.gif)
## How to install it?
1. Download the file from [GitHub](https://github.com/PJzuza/MeleeCuffbyCop), [Here](http://download.paydaymods.com/download/latest/641)
2. Extract the file using a program, for example, WinRAR, 7-Zip etc.
3. Move the folder's name "MeleeCuffbyCop" to \SteamLibrary\steamapps\common\PAYDAY 2\mods
4. Enjoy :)
## More information please, visit
[GitHub Source](https://github.com/PJzuza/MeleeCuffbyCop)
PJzuza

[Download](http://download.paydaymods.com/download/latest/mel_rev)
# A PAYDAY 2 Mod! #
This mod completely re-works the melee system in the game to enhance your meleeing experience!
## Main Features ##
- Press2Toggle Melee (Pressing your melee key will toggle your melee weapon.)
- Auto-charge (While equipping your melee, you will no longer need to hold your melee key since it charges automatically.)
- Melee Sprinting (If you can sprint with a minigun, you can sprint with your melee most likely...)
- Door Breaching (Doors that could be shot open can also be busted open with certain melee weapons.)
- Press [Mouse1/LMB] to Melee (Rather than spamming your melee key, you can hold your "Fire Weapon" button to swing.)
- Interact in Melee (You are now capable of interacting while in melee mode! There isn't an un-equpping animation currently however.)
- Deploy in Melee (You are now capable of deploying your equipment while in melee mode! There isn't an un-equipping animation currently however.)
- Melee While Downed (Save those bullets for when you get back up! You can equip your melee while you are in a downed state.)
- and more in the future...
## Member Exclusives! ##
Upon joining the [Steam Group](http://steamcommunity.com/groups/PD2_MORE), you'll gain access to extra cosmetic features in the game! These don't change the mechanics in the game but makes melee a lot more fun to use. Some cosmetic features in M.O.RE include:
- Decapitations (Enemies lose their heads as blood spews out and their body twitches. All in all, it's pretty gory...) [Decapitations Demo](https://www.youtube.com/watch?v=453AWqRATtA)
- Melee Effects (Change the impact effect when you strike your melee.)
- Blunt Force Trauma (Enemies fly across the level when killed with melee.)
- Heat of the Moment (Killing enemies in melee will engulf them into flames.)
- and much more!
### Modding License/Disclaimer ###
You can edit it for personal use, but give credit where credit is due.

So the BLT 2 update brought us fancy icons - that's cool! ...but only if you have a SSD. becasue otherwise loading these is causing a horrible freeze of like ~2 seconds.. atleast for me (while i have a bunch of mods though) anyways...
This mod:
- prevents loading these images completely (also removed from download list)
- removes the descriptions
- halves the box heights, so less scrolling
- sorts the mod list alphabetically
![Less is more](https://i.imgur.com/pZCa90L.jpg)

This mod makes TeamAI to carry bags like players show them. It works in loud and stealth.
In stealth, if you're confident enough of your control of the map, host (and only him) can wake up a TeamAI by calling him with the secondary interaction "Stop AI" key.
Finally, in case things seem out of control, host can define a reset key.
![](https://i.imgur.com/vzMnueO.jpg)

An extension to the inventory more than inspired by [Better Weapon Stats GUI](http://steamcommunity.com/groups/PD2-BWS-GUI) by KarateF22, a lot of code comes directly from BWS.
![](http://i.imgur.com/ANhDbvA.png)
![](http://i.imgur.com/uvOzhVt.png)
![](https://i.imgur.com/tP2CG70.png)
- You can use SPACE key to switch breakpoints display.
- Headshot bonus is represented by bullseye's icon but it's not linked to this skill.
- HVT bonus differs if you unlocked basic or ace.
- For criticals, the first bullet is always accounted as such. Total amount of crits depends on critical chance.
- For trigger happy, it starts with an empty stack for basic skill and considers the stack is always full for aced skill.
- Berserker simulates damage done with health level that player gets after being revived.

Once a cop has been dominated, you can move him like you would with a civilian hostage.
You can direct the moved cop to your waypoint (requires [GoonMod's Custom Waypoints](http://download.paydaymods.com/download/latest/GCW)).
Use "shout" key to call and "stop ai" key to send to your waypoint or stop.
![](http://giant.gfycat.com/DevotedPleasingDrongo.gif)
The behavior of a moved cop is described [here](http://steamcommunity.com/app/218620/discussions/15/154642447927212920/).
This is an AI mod so:
- the host must run the mod to enable the new commands ;
- modded clients playing with a modded host have access to the extra interactions ;
- modded clients playing in a vanilla hosted game are unaffected ;
- clients without the mod playing with a modded host are unaffected.

Interact with clues to send them to lab whiteboard.
It's synchronized between modded players and independent of client/host status. When a player interacts with a clue, others modded players receive a chat notification.

Minimalistic, scalable UI mod with tons of in-game options that liberates roughly 80% of needlessly obstructed pixels on your screen by default. This is aimed at those who are fairly familiar with the game already and do not need constant assistance from the UI.
*Assume compatibility issues with mods that have "HUD" in their names. They typically modify the same UI elements.*
![Before VS After](http://i.imgur.com/dDoWlTA.jpg)
## NOTABLE FEATURES ##
* __Scaling & Positioning__
Any MUI element can be resized and placed however/wherever you like it.
* [__Customizable__](http://gfycat.com/AdmirableKaleidoscopicAngora)
Beyond just scaling and positioning, each panel has unique options. If there is a certain something in MUI you don't like/isn't compatible, it can be completely disabled.
* [__Minimalist Design__](http://gfycat.com/CautiousAcidicGyrfalcon)
Unnecessary garbage is cut out, situational semi-junk is hidden & displayed on demand. Most in-game elements have been rebuilt from scratch with 95% less pissed up wonker code and countless improvements.
* [__New Functionality__](http://gfycat.com/Armithaig/payday_2_mui)
Though deliberately reserved a few new functions've snuck in. E.g. [voice](http://www.webm.host/65778/vid.webm), stamina, revives. Small, optional things.
* __Boatloads of Other Crud__
It'd take too dang long to go through the full monty, jus' try it out eh?
## SCREENSHOTS ##
![](http://i.imgur.com/w1rCqMk.png)
![](http://i.imgur.com/jiE8yzC.png)
![](http://i.imgur.com/ifr7bmu.png)
## DOWNLOAD ##
To install simply extract the `MUI` folder into your `PAYDAY 2/mods` folder.
All customization options will be in `Options/Mod Options/MUI`.
Make sure to bind keys for toggling voice commands in `MUI/Keybinds`.
* [__DOWNLOAD__](http://download.paydaymods.com/download/latest/arm_mui/)
* [__Patchnotes__](http://download.paydaymods.com/download/patchnotes/arm_mui/)
* [__Steam Thread__](http://steamcommunity.com/app/218620/discussions/15/620713633850948964/)
* [__Gfycat Album__](http://gfycat.com/Armithaig/payday_2_mui)
* [__GitLab Project__](https://gitlab.com/Armithaig/pd2-mui)
* Contact:

A standalone music mod that offers control over the music you play and adds additional playlists for you to customize. You can mute the Alesso music or rename a song you replaced, or create playlists, or auto-play music.
MOD FEATURES
==================
**LATEST UPDATE : [R27](http://download.paydaymods.com/download/latest/MControl)**
------------------
- ### INFORMATIVE DISPLAYS ###
**TEXT DISPLAY** : The mod offers different visual text options when playing music such as 2D Text or Fade Text. This feature can also be disabled.
**ASSAULTWAVE DISPLAY** : Displays the music stage of the assault wave during a heist, such as stealth (or intro), control, anticipation, and assault.
- ### SONG RENAMING ###
**RENAME SONGS** : The mod offers the option to rename your tracks which is especially useful if you are replacing the default songs.
- ### MUSIC AND HEIST TRACKS ###
**MUSIC FREEDOM** : You can play heist tracks at the menu screen or play menu tracks during a heist.
**MUSIC-LOCKED HEISTS** : On maps where the soundtrack options are disabled such as the Alesso heist (or as I like to call them music-locked heists), you can change to a menu track or simply stop music.
- ### AUTOPLAY ###
**DURATION** : The track will switch after the selected duration of time has past. This auto-play feature should work at the menu screen and during heists.
**ASSAULT WAVE** : The track will switch in between assault waves during a heist. Typically, when SWAT retreats the heist will automatically switch to the control stage and it is at this point where the music will be switched. This auto-play feature only works during heists.
**SHUFFLE** : This option requires one of the Auto-play features to be enabled. If enabled, during auto-play it will select the music on random. When disabled, it will simply select the next music on the list.
- ### AUTOUPDATES ###
**UPDATE MANAGER** : The mod uses the update manager feature which allows me to send out updates using the BLT function which is undoubtly the best feature of using BLT mods.
**NEW DLC AND UPDATES** : Previously, the mod verified the user's DLC but that's no longer necessary because now the mod simply grabs the finalized list from a function created by OVERKILL that does that already. As a result, the playlists are dynamically created using the latest music list. This should allow the mod to be more compatible with future DLC updates without requiring the update manager.
**CUSTOM KEYBINDINGS**
------------------
The mod provides standard controls found on a typical music player.
- **Next Track** : Selects the next track to play
- **Previous Track** : Selects the previous track to play
- **Random Track** : Randomly selects a track to play
- **Stop Music** : This function has a toggle ability in which not only stops music but resume it as well. This can also be used in music-locked heists (i.e. Alesso, Shadow Raid, Murky Station, etc) to stop music throughout the entire heist.
- **Change Mode** : Changes the stage (or phase) of music such as control, anticipation, or assault.
- **Change Playlist** : Rotates through the available playlists including menu and heist playlists. If it is a music-locked heist, then only menu tracks will be available.
- **Quick Menu** : An easy access menu that allows you to change music control settings without having to navigate through the game options. It also has a alternative menu that is accessed by holding shift + quick menu keybinding you have set.
**FOR MORE INFORMATION AND CONTACT**
------------------
http://downloads.lastbullet.net/15121

I don't have a better name...
This is a custom HUD I made that is compatible with all the previous HUD related mods I did. I moved some stuff, and added some stuff as well.
Features:
- Compact assault states
- Kill counter
- Better objective panel
- Money In Hud, Wave Survived, Assault States full support
- Minimap made by LazyOzzy
Recommended:
Wave Survived
Money In Hud
Assault States
Since it changes a lot of things in the HUDAssaultCorner / HUDObjectives files, this is most likely not compatible with other HUDs that change mainly those files.
The goal was to keep a vanilla feeling without adding too much infomations to the user.
Let me know what you think about it, or if you have any issues.
Download: http://download.paydaymods.com/download/latest/NepHud

This mod is effective only used as a client. It prevents from generating damage that should be only done by host.
In base game, if a TeamAI shoots at a cop, bullets from both host and client are accounted. Same story happens with a turret shooting at a TeamAI. This mod fixes these cases.
Additionally, it fixes locally cop medic healing when the shooter is not the local player.

Why the name of the mod?
=======================
Simple, most of the code when it comes to NPCs or weapons is like a Jenga Tower in vanilla PAYDAY 2, as in, most of it seems random or misplaced, or unnecessary at all. And if you try to change something, there's a good chance that you'll break something else in the process, be that the game itself or the gameplay.
Example:
--------
Making GenSec Elites change their presets according to the difficulty. If you do that, when you play on Death Wish, these guys will have the same damage and accuracy (and other stats) that Heavy ZEAL SWAT have on One Down. The same applies to shotguns, where they would end up dealing around 400 per shot even from far away and with almost perfect accuracy. Nobody wants something like that.
So, what about the mod?
=======================
Well, there's a good amount of other issues caused by how badly or randomly organized the code is, and the most noticeable ones are:
* Some enemies use the same preset regardless of the difficulty.
* Some enemies use one individual preset for Mayhem and below, one for Death Wish and another one for One Down, not only this makes them not scale consistently, but the last one mostly ends up making them weaker.
* Some enemies (mostly common ones) don't benefit from the speed increase for each difficulty.
* Some enemies, like the Crime Spree ones don't have health scaling, making them weaker than their normal counterparts.
* Some enemies or their weapons are cloned incorrectly, leading to unintended behavior and/or stats. ZEAL Marksmen are a good example, basically working as ground Snipers with no laser or shooting restrictions while dealing the same damage. Or Winters' Shields and their ability to do melee attacks when they're not supposed to.
* All enemies that can be intimidated will have a 90% chance to do so after literally being tickled. And a few enemies have the wrong suppression preset.
* Enemy scripted spawns don't scale with difficulty.
* The team AI can't use rifles at all, and their damage doesn't scale with difficulty (though that's a good thing or they would be utterly broken).
* Weapons have unconsistent or missing stats, especially the ones that are supposed to be reskins, which can lead to weird or unintended stats.
* Even some presets have nonsensical stats, like Shields having a 0 range entry, when every other enemy has a 100 (1 meter) one.
* Bulldozers always run, when they're supposed to walk if close to a criminal.
* Etc.
And the point of this mod is to fix all of them and more, without breaking the game. There are certain things that can't be fixed by just adding a missing entry or value, like the example at the beggining. You need to change something else as well to avoid other issues.
Because of this, every change that was and is made will be mentioned in the following link to avoid making this even longer:
[Shitty word document](https://1drv.ms/w/s!AlQWxRciDQjHgSncmV2MxQaN9hLr)
Installation:
========
It might be obvious, but I might as well. The mod is pretty simplistic when it comes to this, only requiring BLT to run and no additional files or other mods (though I recommend using it with Full Speed Swarm and Iter for an even smoother experience).
Just extracting the zip in your BLT "mods" folder is enough to run it, then you can simply update it from the Mod Manager whenever I release a new update.

**Tired of confusing red player lasers for sniper lasers? This mod will help you.**
^(I refuse to stop making useless miscellaneous gadget mods.)
(This is the extremely lightweight, standalone version for people who hate red lasers and don't want all the Swiss Army Knife gadgets and bells and whistles that [Lasers+](http://paydaymods.com/mods/523/NNL) provides.
This mod checks player laser colors, and if the color has too much red compared to green/blue (the formula this mod uses is
`red * 0.66 > green + blue`
) then the laser color for that player is overridden to the default green (on your end only, of course). You can change the threshold, the replacement color, or even the formula itself, by changing `unitnetworkhandler.lua` in the text editor of your choice.
* This means that bright-goddamn-red is blocked, but so are reddish-orange, purple-ish red, and *any shade of red remotely similar enough to be mistaken for a sniper laser.*
* This mod is most likely compatible with WolfHUD and most other HUD mods out there, as well as most any other weapon laser-color mod.
* Your own lasers are unaffected. So if you're a terrible person and want yourself to have red lasers but not see your teammates', then go for it.
* Teammate flashlights are unaffected.
If you have [Lasers+](http://paydaymods.com/mods/523/NNL) you don't need this mod, as its functionality is integrated with that mod already. Also, you can already change teammate player laser colors, the color of sniper lasers, and more.
----
If you encounter a bug, please report it below, and attach any crash log associated with it, and I'll fix it ASAP.
If you need help with any of my mods, please contact me via reddit, Steam, or email.

This mod lets you customize NPC weapons by replacing the default weapons with any gun from your inventory. This is only a cosmetic choice which will not effect how NPCs use that gun - damage and fire rate of the original gun will be used. Clients will see the default weapons (or whatever they have set up for themselves if they also use the mod). By default it will also add first person weapon firing animations (like pistol slides moving back, revolver chambers spinning, etc) to NPCs and other players (where available).
[Requires BeardLib](http://modwork.shop/14924)
You can also [**find this mod on GitHub**](https://github.com/segabl/pd2-npc-weapon-customizer), so if you want to help with anything, feel free to fork the project, make changes and create a pull request if you're done so I can look at the changes.
**This is also the preferred way to submit any issues you may have.**
**Known issues**
Menu is a bit buggy (doesn't close inventory when going back), but can still be used normally

Adds more profiles for you to use up to 30 profiles. Similar to Oh no! More skillsets exept its on profiles. This mod also doubles the amount of characters you can add on a profile from 15 to 30.
** If the game loads without this mod active, extra profiles WILL be wiped out. **
If you really want to change the amount of profiles, Open the file and change the number 30 on *"local wanted_amount = 30"* to whatever number you want.
# [Download](http://download.paydaymods.com/download/latest/ohshit)

![](https://i.imgur.com/gwYef9E.png)
## What does this mod do?
- Reversed swan song skill ace from 6 seconds to 9 seconds like the original swan song in the past
- Balanced the game by removed the power creep unlimited ammunition ability while you are on swan song mode.
![Old Swan song No Infinite Ammo](https://thumbs.gfycat.com/BonyUnsteadyHorsemouse-size_restricted.gif)
## How to install it?
1. Download the file from [GitHub](https://github.com/PJzuza/OSNIA), [Here](http://download.paydaymods.com/download/latest/644)
2. Extract the file using a program, for example, WinRAR, 7-Zip etc.
3. Move the folder's name "Old Swan song No Infinite Ammo" to \SteamLibrary\steamapps\common\PAYDAY 2\mods
4. Enjoy :)
## More information please, visit
[GitHub Source](https://github.com/PJzuza/OSNIA)
PJzuza

**How to use**:
1. Create a loadout on http://pd2tools.com and download the JSON file.
2. Move the JSON file to the mod's "db" folder.
3. While in game, open the inventory page and click on the small saw icon in the rightmost box on the bottom center of the screen.
4. Select the loadout you just created.
5. ???
6. Profit.
**Notes**:
1. The mod only loads what is in the JSON file, therefore if you created a loadout with no skills the mod will leave your current equipped skill set untouched.
2. Make sure you have empty weapon slots if you want the mod to craft the loadout weapons.
3. If you wish to rename your loadout, choose a name shorter than 15 characters. This is the maximum length accepted by the game UI for skill sets.
4. Do not rename your weapons if you plan to reuse them with a loadout. The mod checks for weapon names before crafting new weapons.
5. You can keep as many loadouts as want, just import them whenever you need it.
![Inventory screen icon](https://steamuserimages-a.akamaihd.net/ugc/927047796104488015/145D46BDBFC12AC53EB00266028D7782E57A8FEB/)
![Importing a loadout](https://steamuserimages-a.akamaihd.net/ugc/927047796104488292/197CFB37F4CBAE7332899AE203B2487B243C1D87/)
![Pre-planning screen icon](https://steamuserimages-a.akamaihd.net/ugc/927047796104517049/66ED685F8650FC7ECAA6D8EB6541A2DFAD4C2D5E/)

Welcome to Payday: The Heist HUD!
Any Feedback is appreciated! :)
Features!:
- Assault Triangle from PD:TH
- Hostages Text from PD:TH
- Time to escape timer from PD:TH
- Interaction bar with changing icons!
- Includes screen flashing when you go into Swan song!
- Health Bar and Ammo section from PD:TH! Including remade character Portraits made by AJValentine!
- Comes with PDTH Style Object interaction icons and Pickup Icons! (Made by AJValentine)
- Now includes the Speech bubble beside Portraits. With the same functionality as in PDTH
- Now with the Hint from PDTH when destroying cameras
Includes the Presenter from PDTH!
and an options menu ;)
- PDTH Challenges
- Multi Language Support
[Download](http://downloads.lastbullet.net/682)

Are you feeling bored by always using the same loadout but are too lazy experimenting yourself? Why not let this mod choose for you?
This mod allows you to randomize your loadout. It will choose anything you would be allowed to own from weapons to deployable at the beginning of the heist.
Every part of the loadout randomization can be toggled on and off seperately via the mod menu.
You can also [**find this mod on GitHub**](https://github.com/segabl/pd2-player-randomizer), so if you want to help with anything, feel free to fork the project, make changes and create a pull request if you're done so I can look at the changes. If you have a GitHub account this is also the preferred way to submit any issues you may have.
**Credits:**
Italian Localisation by [Ca$h.it] Winston Wolfe

This mod lets you send civilian hostages to your custom waypoint. It changes the way they react to their surroundings too.
Use "shout" key to call and "stop ai" key to send to your waypoint or stop.
It introduces a new game mechanic making hostages not listening to you if cops are around (instead of stupidly following you no matter what).
Cops are too close, hostage won't move.
You can shout to restore your influence on the moved hostage by shouting ([more details here](http://steamcommunity.com/app/218620/discussions/15/154642447927212920/)).
The outline's thickness represents your influence level.
And it brings a few other minor tweaks...
This is an AI mod so:
- the host must run the mod to enable the new commands;
- modded clients playing with a modded host have access to the extra interactions;
- modded clients playing in a vanilla hosted game are unaffected;
- clients without the mod playing with a modded host are unaffected.

Customize your menu to make awesome pictures ;)
Main Features
- Hide/Show the menu so you can take pictures without the annoying menu buttons ;)
- Change your Characters pose, Position, Infamy Card and weapons the exact way you want them
- Hide the Payday 2 logo, Pattern, Smoke and Money Particles. All of which save your settings so they stay like that upon game restart
- You can also show different objects on the Character. E.g. Loot Bag, Ammo Bag, Body Bag ETC
- and one small feature which shows player's equipment in the main menu lobby ;)
[Download](http://downloads.lastbullet.net/1503)

Made by Babyforce, uploaded on Nepgear's account.
You need to wait 5 seconds before you can send a message again in the chat so this mod hasn't been made to spam.
Got tired of being cloaked while you were typing "Bulldozer !" ? Got tired of being rekt while you were asking for a Medic bag/Ammo Bag ? This mod is for you.
This mod allow you to display a message in the chat by pressing a single button. There is for now 7 buttons to keybind: 5 buttons allow you to change the text you actually want to be typed in the chat and 1 button will display the text you chose. There is 5 groups which have different texts :
The first group:
- Thanks.
- Help!
- Nope.
The second group:
- Need a Medic bag/Ammo bag/First Aid Kit here.
- Medic Bag/Ammo Bag/First Aid Kit here.
The third group:
- Bulldozer!
- Cloaker!
- Taser!
- Sniper!
- Shield!
- Swat Turret Van!
- Captain Winter!
The fourth group:
- Add Muriatic Acid.
- Add Caustic Soda.
- Add Hydrogen Chloride.
The fifth group:
- Drill placed.
- The drill is stuck. Anyone go fix it!
- The Thermal Drill is broken. We someone go fix it!
- The Computer has jammed. Someone restart it!
- Can anyone defend the power?
- The power, someone reactivate it!
When you push a button, a "hint" appear to show you which text is selected. Once selected, push the "Send" button to print it into the chat. There is a cooldown of 5 seconds between each sending.
If you think I should add text, add groups or remove groups, tell me, I'd be glad to improve the mod.
A very big thanks to Some name here for the timer script

This mod changes various things related to menus.
It adds an icon to the side jobs menu item to tell when a reward is available.
![](http://i.imgur.com/cMvG7ui.png)
The state of side jobs and steam inventory is changed to "in payday" (that's the line seen by other players in the lobby).
![](http://i.imgur.com/UKhRVV6.jpg)
##Changes in main menu
- added "side jobs"
##Changes in lobby menu
- added "steam inventory"
- moved "mutators" to submenu "edit game settings"
- removed "crew management" for clients
- removed "custom safehouse" for host (still accessible via crimenet)
- removed "story line" for host (still accessible via crimenet)
##Changes in crimespree lobby menu
- added "side jobs"
- added "crew management" for host

*This mod will make medics save civilians when they take fatal damage.
I'm tired of shooting civilians being the only way to deal with them when you run out of ties. I'm tired of them running out into firefights and dying.*
----
Those things are still going to happen sometimes no matter what, but this mod might help.
Host must have this mod for it to function. This mod is untested in multiplayer, but the sentry-intimidation effect should still work provided host has the mod.
**This mod has the following effects:**
* Civilians are saved from fatal damage by nearby medics, regardless of the medic's healing cooldowns. Saving civilians also does not incur the medic's healing cooldown.
* Nearby sentries will keep fully intimidated civilians on the floor, preventing them from getting up; they must be shouted or shoved to the ground normally by players for this to take effect. Just like in No Mercy!
**Planned Features:**
* "Rubber bullets" for sentries when in single-shot mode, allowing them to shoot at civilians in order to intimidate them fully to the ground, like a player can. This will not affect normal sentry function otherwise. (Possibly in stealth-only?)
* Intimidating a civilian to the ground when the sentry is focused on/pointing at that civilian?
* Some kind of visual indicator for civilians who are safely within the intimidation aura of the sentry? I might leave it without a visual indicator for balance.
*Known Issues:*
*idk lol
----
If you encounter a bug, please report it below, and attach any crash log associated with it, and I'll fix it ASAP.
If you need help with any of my mods, please contact me via Discord, reddit, or email.

A Payday 2 Mod to prevent players from using doctor bags too early. You can set in the options menu the amount of downs needed in order to use the medic bag. It blocks the interaction with DoctorBags for you and your teammates while no healing is necessary.
**Remember:** This will work only if you are the host of the game. Otherwise it works only clientside.
**Installation:**
As this is a Payday 2 BLT Mod, you need the Payday2-BLT-Mod-System installed. You can download this from [http://paydaymods.com/download/](http://paydaymods.com/download/)
Simply extract the SaveEquipment - Folder into the /mods - directory.
[Download](http://download.paydaymods.com/download/latest/SaveEquipment)

This replaces the bad scrolling feature in some menus to the scrollbar we have in mutators allowing you to grab the scrollbar and scroll faster in other words, better.
Download: https://modworkshop.net/mydownloads.php?action=view_down&did=18991#description

This mod allows you to bind another key to activate your secondary sight- this includes the Angled Sight, 45 Degree Sight, 45 Degree Riktpunk Sight, Scope Magnifier, and the Flip-Up Sight found on the China Puff and GL40 Grenade Launchers.
This mod will also allow you to activate up to two gadgets at the same time. Any combination pair of lasers, flashlights, 45-degree sight/scope magnifier will work.
(I got annoyed at the game for letting me use a laser and a scope, but not a laser, a scope, and a scope magnifier for when I wanna be ULTRA TACTICOOL.)
----
* This mod also works with your default gadget-activation key, so for example, instead of "Off, Laser, Flashlight", the gadget order will be "Off, Laser, Flashlight, Laser+Flashlight." This hypothetically works with any number of weapon gadgets, though unless you have mods, you can only have up to four- two lasers, two flashlights, with the Jackal SMG + Twinkle Foregrip + LED Combo/Military Laser Module. Practically speaking, you'll probably only have two or three on any given weapon. This feature can be disabled in mod options if you only want the "Separate Secondary Sight Keybind" feature.
* You may also choose to forbid the default gadget key from toggling your sight gadget, and instead only allowing this mod's keybind to toggle that gadget. This can be disabled in mod options.
* This mod will not mark you as a cheater.
If people want I can upload a stupid meme version where you activate all of the gadgets at once. I didn't include this feature, or the ability to activate more than two at once, because it means you'll need to press the gadget button a whole lot more times to get the combination you want, and it's not a good solution.
__Preview:__
https://gfycat.com/WillingAlertAbyssiniancat
__Known issues:__
* If you have more than one gadget active, other players will not see that you have any active gadgets at all! I will look into fixing this in some manner.
* Using multiple flashlights on the same weapon may cause the light glow to use the color from the wrong flashlight, while the main beam stays the same color. (It's not too noticeable.)
* You may experience some... interesting viewmodel positions when using Tactical Lean and the Separate Sight Gadget Keybind. It may look odd, but it's still stable.
----
Throw questions or comments about this mod into the box below, or contact me on Discord.
**If you have the Lasers+/New Networked Lasers mod, you do not need this mod, as ALL of its features are included in Lasers+ as of the latest version 2.8, 13 July 2018!**

This mod changes Payday 2's stealth gameplay changing the dynamic created by guards and pagers. Now, when you kill an unaware guard with a single shot, no pager goes off. The guard died too quickly to call in reinforcements. To balance this new power, the number of pagers has been reduced to two from four.
In addition, this mod adds a new dimension to answering pagers. Operators are no longer fooled by hearing the same voice over and over again. Along with limiting the overall number of pagers, you may limit the number of pagers each player may answer. For example, you can set the total number of pagers to 2 and the number per player to 1. So you can answer two pagers total, but if the operator hears the same voice twice, it's bulldozers and shields time.
Only the host must have the mod installed.
[Download](http://download.paydaymods.com/download/latest/silentassassin)
**Note:** Silent Assassin is partly incompatible with [Snh20's Crime Spree Rank Spread Filter Fix](http://paydaymods.com/mods/481/crimespreerankspreadfilterfix). If you use the matchmaking filters (Require and Avoid), the Crime Spree mod will stop working. Setting the matchmaking filter to Any will keep both mods functioning.
##Configuration
**Enable Silent Assassin** - Enables and disables all pager stealth mechanics changes. Does not disable matchmaking behavior.
**No Pager on Stealth Kill** - Kills to unalerted guards will not activate a pager.
**Number of Pagers** - The number of total pagers that may be answered before triggering the alarm. Still applies even when **No Pager on Stealth Kill** is disabled.
**Number per Player** - The number of pagers a single player may answer before triggering the alarm. Still applies even when No Pager on Stealth Kill is disabled.
**Matchmaking** - When searching Crime.net, applies a filter to avoid or require the lobby to have Silent Assassin enabled. The options are:
* **Require** - Lobby must have Silent Assassin enabled to be visible in Crime.net.
* **Avoid** - Lobby must not have Silent Assassin enabled to be visible in Crime.net.
* **Both** - Do not care if the lobby has Silent Assassin enabled or not.
##Examples
###Defaults
No Pager on Stealth Kill enabled, 2 pagers, 2 per player
###Standard Mechanics, but with per player restrictions
No Pager on Stealth Kill disabled, 4 pagers, 1 per player
##I Hate Silent Assassin
Silent Assassin disabled, Matchmaking set to Avoid.

These are **quality of life** scripts created by **Seven**. **Push-2-hold interaction**, **Prevent Accidental Grenades**, and **Voice chat indicator** in one folder called **Simple functions**.
We got this standalone of standalones situation, but if you are interested in having these in one folder and one file to stay organized, this is a good solution.
**FEATURES**
------------------
- **Push-2-Hold** : As the name implies, whether you are masking, or pulling a lever, or dropping an equipment or answering the pager, you will only need to press once.
- **Prevent Accidental Grenades** : During stealth, this will prevent you from accidentally tossing your explosives. Throwing a grenade or molotov or dynamite will require you to tap twice. This will not affect non-explosive throwables (i.e. shurikens, javelin, cards). Once it goes loud, this script will automatically disable itself.
- **Voice Chat Indicator** : Default only has the voice chat icon enabled in the lobby. This mod will enable it in-game where voice chat really needs speaker indicators. This may conflict with huds that may already have this feature.
**RELATED LINK & CONTACT INFO**
------------------
http://downloads.lastbullet.net/14378
**DOWNLOAD**
------------------
[Download latest Simple Functions](http://download.paydaymods.com/download/latest/SF)

This mod will let you control the 3 types of slowmotion you can get (mask-on, downed, and scripted).
All the values can be customized in the options. If you want more slowmotion, less or disabling it completely, this mod is for you.
[http://download.paydaymods.com/download/latest/slowmotionmanager](Download)

This mod changes how the Sniper AI Handles. Instead of immediately shooting you on sight, the sniper will now have to focus on you, before firing. What that means is that the sniper will keep his aim onto you for a few seconds, before firing. While he is "focusing" on you, your armor will slowly start to drain and sound will start distorting, indicating that you are being locked on. The Sniper's laser sight will not be visible unless he is targeting someone.
I've tested this for about a week with some friends and currently the armor drain feels about right and we've run into no real bugs. However if you do run into any bugs or just have a suggestion, feel free to leave a comment.
IMPORTANT: The mod will only work if you are hosting or both you and the host have the mod enabled.
###### [DOWNLOAD](http://download.paydaymods.com/download/latest/sniper_focus)

## About
Full name: *"Spot that special, not dominate **FFS**!"*
Because the average player is more likely to be attempting to mark special units than dominate regular cops, this mod prioritizes spotting special units higher than domination attempts (which are a waste of time if said player doesn't even have the *Dominator* skill). While it is possible to force the (vanilla) game to spot specials by aiming *exactly* at them, doing so is potentially difficult when the target unit is a high-threat one such as a black dozer, or when they are partially obscured by other non-special units. This mod changes that up so that spotting attempts are much easier, and domination attempts will require the player to aim directly at the target to be dominated (in the presence of any special units nearby, otherwise the standard game behavior prevails).
## Usage
Installation of the mod is straightforward - simply install the mod the same way as any other BLT mod. No configuration is necessary.
## Notes
- In the **presence** of special units:
- If no unit is looked at directly, the special unit closest to your aim gets spotted
- If a special unit is looked at directly, that unit gets spotted
- If a non-special unit is looked at directly, you will attempt to dominate them
- Otherwise, in the **absence** of special units in the immediate area, the standard game's spotting behavior prevails
## Upcoming prioritization adjustments in 0.0.2 / revision 2
*The reason I haven't pushed this yet is that I'm still tweaking the values. It works for the most part, but there are still some annoying corner cases where it continues to mess up anyway.*
| Action | Priority (larger values have higher priority) |
|--------------------------------------------------|-----------------------------------------------|
| Shouting at escort targets | 100000 (default) |
| Inspire (revive) | 5000 (default) |
| Domination of regular enemy units (surrendering) | **2000** (new, was 100) |
| Inspire (basic) | **1000** (new, was coupled with teammate calling) |
| Spotting special units | **800** (was 100000 in 0.0.1, whoops) |
| Domination of regular enemy units (initial) | 100 (default) |
| Calling teammates | 0.01 (default) |
| Spotting SWAT turrets | 0.01 (default) |
| Shouting at civilians | 0.001 (default) |
## Download
[http://download.paydaymods.com/download/latest/spotnotdominate](http://download.paydaymods.com/download/latest/spotnotdominate)
## Changelog
0.0.1 / revision 1:
- Initial release

### This mod is only for hosts of public games. If you only host friends-only games, then you do not need this mod.
## About
![The ever-annoying stale lobby bug](https://i.imgur.com/NN1tNy7.png)
This simple mod forces the lobby to be reported as contractless to Steam matchmaking upon contract completion or termination, as the game's current implementation allows Steam's matchmaking data to become stale. This will likely cut down on the number of players who join your lobby, only to leave immediately again after realizing the contract has already ended.
(OVERKILL, please fix this annoying bug already, thanks)
## Usage
Installation of the mod is straightforward - simply install the mod the same way as any other BLT mod. No configuration is necessary.
## Notes
- **This mod only works on hosts**, if you do not host games then you do not need this mod.
- Due to the way Crime.net works on clients, this mod also causes your lobby to vanish from Crime.net (until you pick a new contract, then it will be listed again as usual). However, Fast.Net mod users will continue to be able to see your lobby in either state (listed as `Contractless (levelname)` or `contractname (levelname)` respectively).
## Download
[http://download.paydaymods.com/download/latest/stalelobbycontractfix](http://download.paydaymods.com/download/latest/stalelobbycontractfix)
## Changelog
0.0.1 / revision 1:
- Initial release

**Also known as: Stop Screeching Already**
## About
This mod forces chosen characters to use their non-assault speech lines. This only affects your own game - all other players will still continue to hear the normal assault lines from your character and everyone else.
But why? Although *Undeadsewer*'s useful Heister Voice Changer mod already exists, I chose to create this mod anyway to provide a compromise: less annoying speech lines without outright replacing a character's voice. An unintentional but positive side effect of this is that the affected characters usually seem more calm and professional than they were before. But that's a subjective claim, I suppose.
~~SHIIIIIIIEEEEEEEEEEEELLLLLLD!~~ No. Just stop that, Clover. It's really annoying.
## Mandatory Dependencies
*(you will be prompted to download this in-game if it is not installed. All dependencies **must** be installed for this mod to function)*
- [Delayed Calls Fix](http://download.paydaymods.com/download/latest/delayedcallsfix)
## Preview
![Mod options (old screenshot; new characters will automatically appear in the list)](https://i.imgur.com/k7IFIi2.png)
## Usage
Installation of the mod is straightforward - simply install the mod the same way as any other BLT mod. This mod integrates its options menu as a submenu of BLT's *Mod Options* menu.
## Notes and limitations
- **This mod affects *only your own game* - all other players will still continue to hear the normal assault lines from your character and everyone else, so don't go around nonchalantly spamming speech lines since that will more than likely get you kicked**
- Both player controlled and team AI characters will be affected
- Not all speech lines have non-assault variants (notably smoke grenade yells / complaints), and in some cases (e.g. war cries) they may turn completely silent if forced to that state. This behavior can be controlled in the *Mod Options* menu
- Some characters' non-assault lines are still rather screechy / shrieky, so there's nothing more this mod can do to make those characters more bearable for you (you'll need to use *Undeadsewer*'s Heister Voice Changer mod for them)
- Due to the way the game implements delayed speech, this mod cannot reliably override such speech lines 100% of the time, so a best effort approach is taken for them (in other words, some assault lines may occasionally slip through)
- **No characters are affected by default, so remember to set the mod up using the *Mod Options* menu first**
- The list of characters in the *Mod Options* menu is dynamically generated, so any new characters OVK may add in future should automatically show up without requiring a mod update
- The localizations loading code was from *TdlQ*'s excellent Lobby Player Info mod
## Download
[http://download.paydaymods.com/download/latest/stopyelling](http://download.paydaymods.com/download/latest/stopyelling)
## Changelog
0.0.1 / revision 1:
- Initial release
0.0.1.2 / revision 2:
- Fixed compatibility issues with the LuaJIT runtime, which was introduced in U153
- Updated for compatibility with BLT 2.x
- Added an empty placeholder icon (cba to make a proper one atm)

## About
Tired of having to click through video after video every time you start the game, only to be greeted by a screen that requires you to press yet another key so you can *finally* get to the main menu and be productive (mod developers will probably loathe this entire process the most when performing iterative testing)? With this simple mod, you can now go straight to the game's main menu as soon as the game loads up without hitting a single key or mouse button.
~~"B-B-But intro videos are part of the core experience! D:"~~
**Note that if you have a gamepad connected, this mod will skip all intro videos but pause as usual on the attract screen** (as though `-skip_intro` was specified on the command line). This is because the game determines the preferred input device by the peripheral that is used to skip the attract screen, so skipping past that would disable use of your gamepad and restrict the game to keyboard input.
## Usage
Installation of the mod is straightforward - simply install the mod the same way as any other BLT mod. No configuration is necessary.
## Download
[http://download.paydaymods.com/download/latest/straighttomainmenu](http://download.paydaymods.com/download/latest/straighttomainmenu)
## Changelog
0.0.1 / revision 1:
- Initial release

_**"So when is Tacticool Leaning: Electrolean Boogaloo coming out"** -TonisGaming*_
_**"Holy heck I’m going pro league next week thanks to you!"** -EvilBobarino_
----
__The second proof of concept mod in the critically acclaimed stupid Tacticool™ series.__
Tactical Grenade Cooking allows you to press and hold your grenade button (neither HoldTheKey dependency nor a BLT keybind are needed) to cook a grenade, thus shortening its timer.
From Wikipedia:
*"[This technique] is to release the lever before throwing the grenade, which allows the fuse to burn partially and decrease the time to detonation after throwing; this is referred to as cooking. A shorter delay is useful to reduce the ability of the enemy to take cover or throw the grenade back, and can also be used to allow the grenade to burst into the air over defensive positions."*
Cooking a grenade for too long (the fuse time on all grenades is 2.5s, except for Sicario's Smokescreen Grenade, which I have set to 3.5s and disabled detonate-on-stopmoving) will cause you to auto-throw the grenade, which will explode directly in your face. Remember, kids: safety third.
Not all grenades can be cooked- only "explosive" grenades. The full list of cookable grenades is as follows:
* Frag Grenade
* HEF Grenade
* Dynamite
* Concussion Grenade
* Matryoshka Grenade
* Incendiary Grenade (M79)
* Dr Newbie's Taser Bomb mod
* Dr Newbie's Medic Bomb mod
* Dr Newbie's Cluster Bomb mod
* Dr Newbie's First-Aid-Kit-Bomb mod
**Demonstration:** (mod v1.1)
[img]https://imgur.com/HQEGUFU.gif[/img]
Warning: Untested in multiplayer games! You may encounter unintended behavior when playing an online game where someone else is hosting!
**Known Issues:**
Animation for holding + cooking the grenade is kind of awkward, since it uses the non-explosive throwable-hold animation. (See screenshots.) Player viewmodel pulls the pin after cooking the grenade. I can't fix this right now without custom animation tools, or some extremely unwieldy animation-interrupt/splicing shenanigans.
**Planned:**
Reduced throw time for grenades that you have been cooking instead of playing the whole animation, if I can figure out how
Make over-cooking a grenade consume a grenade and cause an explosion centered on the player, without playing the throw grenade animation
Visual indicator for how long you have been cooking the grenade.
Add short delay after pressing grenade key and before starting to cook? Probably not necessary
Verify multiplayer functionality/support?
Code that is not bad
----
If you encounter a bug, please report it below and attach any crash log associated with it, and I'll fix it ASAP.
If you need help with any of my mods, please contact me via Discord or reddit.
Any feedback is very appreciated!

**"Neat"**
*-Krimzin*
**"we R6Siege now"**
*-Alcat*
**"looks like a first person neck snapping experience"**
*-VxWolf*
**"Add this with the slide mod, bamn, new game"**
*-Personal Jesus "Leon"*
**"Yall actually made a leaning mod lmao"**
*-Schmuddel*
**"its a piece of shit"**
*-xXBongSlammer420Xx*
**"put me in the quotes"**
*- xzyzzy*
----
A proof-of-concept mod that allows you to look and shoot around corners with two keybinds. Behavior is set to "held" by default, but can be switched to "toggle" in the mod's options.
***/!\ REQUIRES [HoldTheKey](http://paydaymods.com/mods/660/holdthekey) as a dependency! /!\***
If you're wondering why this mod doesn't work, this is why...
[Demonstration video 1 (Older mod version)
](https://www.youtube.com/watch?v=jZLXd8NpZfw "s-stop clicking me senpai")
[Demonstration video 2 (v1.1)](https://youtu.be/hVZXbhfFmno "kyaa! my mouseover description!")
----
**Known Issues:**
-Viewmodels do not have an ADS stance when leaning, only an FOV increase. I'm looking into a possible fix. In the meantime, I strongly advise using Luffy's Perfect View Model mod to fix this.
-Aim angle is significantly offset/off-target when leaning, completely regardless of where your gun is or where it or your laser is pointing. (See screenshots for an example) This is.... uh... definitely a feature, for... balance reasons, and not a bug at all. You can also fix this with Perfect View Model.
-Another very minor issue that I forgot
-May cause minor clipping when using higher lean distance value while carrying non-weightless bags
**Planned:**
-Fixing some (more) of that stuff maybe
-Will attempt to fix significant aim angle offset when leaning
-Code that is not bad
----
If you encounter a bug, please report it and attach any crash log associated with it, and I'll fix it ASAP.
If you need help with any of my mods, please contact me via Discord or reddit.
You can leave questions, comments, or feedback here- this is a very early proof of concept mod, so any feedback is very appreciated!

This is a work in progress mod that enables third person mode. It has adjustable camera settings and keybinds to change some options on the fly.
![https://www.youtube.com/watch?v=iKxM-tfvfyM](https://img.youtube.com/vi/iKxM-tfvfyM/maxresdefault.jpg)
**This is still in development, has some bugs and may crash your game**
You can also [**find this mod on GitHub**](https://github.com/segabl/pd2-third-person), so if you want to help with anything, feel free to fork the project, make changes and create a pull request if you're done so I can look at the changes. If you have a GitHub account this is also the preferred way to submit any issues you may have.
**Credits:**
Chinese Localisation by CoolLKK
French Localisation by PoorpocketsMcNewhold
Korean Localisation by ????
Russian Localisation by chromKa
Spanish Localisation by ElComebacka
Thai Localisation by PJzuza

This short script found on the internet allows you to hear Third Person lines that normally only others can hear except you.
Nothing more.
Simply extract the file into your Payday 2 mods folder.
Download :
http://download.paydaymods.com/download/latest/thirdpersonlines

## About
This mod displays the currently equipped throwable for each connected player in the team loadout overview.
Secondary deployables are also shown for players if they are determined to be eligible for the Jack of All Trades skill.
## Preview
### New in 0.0.2 / revision 4:
![Secondary deployables are now shown for players if they are determined to be eligible for the Jack of All Trades skill](https://i.imgur.com/vFYvgeR.png)
### *(the following are old screenshots from 0.0.1.2 / revision 3)*
![](https://i.imgur.com/tXn707M.jpg)
![](https://i.imgur.com/7Ex1AOM.jpg)
## Usage
Installation of the mod is straightforward - simply install the mod the same way as any other BLT mod. No configuration is necessary.
## Notes
- Item icons are shrunk to provide additional space for the new throwable icon. For this reason, certain weapons may become more difficult to recognize, but this should not pose any issue for the vast majority of weapons.
- Because OVK leaves stale secondary deployable data in outfits, this mod uses a skillpoint-based heuristic to determine whether the secondary deployable icon should be shown, but **this is ultimately a guess made by the mod and can therefore be inaccurate**.
- This mod is tested for compatibility with the following mods:
- *TdlQ*'s Lobby Player Info mod
- My own Translucent Mission Briefing GUI mod
## Download
[http://download.paydaymods.com/download/latest/throwablesinteamloadout](http://download.paydaymods.com/download/latest/throwablesinteamloadout)
## Changelog
0.0.1 / revision 1:
- Initial release
0.0.1.1 / revision 2:
- Added checks to avoid adding duplicate throwable icons should OVK decide to re-enable
them in future
0.0.1.2 / revision 3:
- Fixed an alignment issue related to using skins of the same rarity on both the primary
and secondary weapons simultaneously (thanks to [Ca$h.it] Winston Wolfe for reporting
the issue)
0.0.2 / revision 4:
- Added support for displaying secondary deployables for all connected players since OVK
added networking support for it in U118
- Since OVK leaves stale secondary deployable data in outfits, this mod uses a
skillpoint-based heuristic to determine whether the secondary deployable icon should
be shown
- Note that this is ultimately a guess made by the mod and therefore may be inaccurate
(since it is possible to progress up to tier 4 without spending even a single point
on the Jack of All Trades skill)
0.0.2.1 / revision 5 'Edge cases are biting my ass again':
- Fixed an alignment issue related to using the same weapon for primary and secondary
(and/or melee) weapons simultaneously (thanks to CoryStarkiller for reporting the
issue)
0.0.2.2 / revision 6:
- Fixed some alignment issues related to the icon changes introduced in U143

## About
Tired of having to ask "Safe?" before spawning? Why have to ask if the game is in stealth, when you can see for yourself? Stealth players, this one's for you.
Sick of spawning into a game, only to join another player's fall into custody or get instantly downed by a conveniently positioned saiga dozer? (Yes, these actually happened to me) Loud players, this one's for you, too.
This mod allows you to hide the mission briefing GUI's background on demand to let you view the game's context (e.g. whether the game is still in stealth or has gone loud, whether it is safe to spawn, etc.) before you spawn. While the background is hidden, your view of the game will be very similar to that of a player in custody - you will be orbiting a character (both players and team AI are supported) as they go about their business as usual. Several buttons are added to the mission briefing GUI to allow toggling the background transparency and switching of characters to spectate for additional context.
## Previews
### New in 0.0.2.2 / revision 4:
![The mod's UI elements have been moved to resolve a collision with the multi-profile selector](https://i.imgur.com/OOB6ePQ.png)
### *(the following are old screenshots from 0.0.2 / revision 2)*
![The 'Show Context' button will be disabled until you have loaded in completely (1/2)](https://i.imgur.com/YJDpdt9.jpg)
![The 'Show Context' button will be disabled until you have loaded in completely (2/2)](https://i.imgur.com/J1yUluI.jpg)
![Spectating a character controlled by a human player](https://i.imgur.com/Dmevl91.jpg)
![Spectating a character controlled by team AI](https://i.imgur.com/4JIdZ75.jpg)
## Usage
Installation of the mod is straightforward - simply install the mod the same way as any other BLT mod. This mod integrates its options menu as a submenu of BLT's *Mod Options* menu.
## Notes and limitations
- ~~There is currently no way to pan the view (which would normally be possible when viewing the game in custody)~~ **Resolved in 0.0.2 / revision 2**
- ~~As you may have noticed in the above screenshots, turning the background transparent also causes the risk and days icons to disappear. Remember to re-enable the background again if you wish to check the risk level and/or the current day of the job~~ **Resolved in 0.0.2 / revision 2**
- **While view panning is enabled, left-click or right-click anywhere to end it.** No buttons nor UI elements (except the chat entry box) will respond to clicks while view panning mode is active. This is by design since it is impossible to return the cursor to the bottom of the screen to end it without also affecting the desired view angle
- The *Show Context* button will be disabled while loading, if the host has not started the game (i.e. the host's status is *Not Ready*), or if you are hosting the game (since there are no characters to spectate. For the same reason, the button is not added to the mission briefing GUI in singleplayer mode)
- If a team AI-controlled character enters a vehicle, view tracking no longer updates when they leave the vehicle (i.e. the view remains at their last position on the vehicle even though they are no longer there). This bug does not occur for human players
- The localizations loading code was from *TdlQ*'s excellent Lobby Player Info mod
- The French translations were provided by *Mr.PlayYou [BE]*
## Download
[http://download.paydaymods.com/download/latest/TMBGUI](http://download.paydaymods.com/download/latest/TMBGUI)
## Changelog
0.0.1 / revision 1:
- Initial release
0.0.2 / revision 2:
- Resolved an issue related to non-16:9 aspect ratio screen resolutions where
portions of the scene would be visible when they should not be if they are not
covered by the mission briefing GUI panel (thanks to Beardless Almir for
reporting the issue)
- Changed element hiding to exclude the risk level and days icons. Both elements
will now remain visible when the background is made translucent
- Added 'Mod Options' configuration menu
- Changed buttons and interactive UI elements added by this mod to only respond to
left mouse clicks
- Iconized the 'Previous character' and 'Next character' buttons to make them more
compact
- Character and player names are no longer forced to uppercase
- Added view panning support and accompanying 'View panning' checkbox
- While view panning is enabled, left-click or right-click anywhere to end it.
No buttons nor UI elements (except the chat entry box) will respond to clicks
while view panning mode is active. This is by design since it is impossible to
return the cursor to the bottom of the screen to end it without also
affecting the desired view angle
- Added element fading support, the mission briefing GUI background and UI
elements added by this mod will now fade smoothly into / out of view
- Added FadeElements and FadeDuration to enable/disable and control the fade
duration, respectively
- AutoHideBackground now defaults to true
- Refactored the TranslucentMissionBriefingGUI.ElementsToHide table to use a map
structure instead of an array structure
0.0.2.1 / revision 3:
- Added French translation by Mr.PlayYou [BE]
- Resolved clipping issues related to the 'Show Context' button
- Added crash fix for running this mod alongside others that hook
MissionBriefingGui:init() and never call the original function (better hooks
please, BLT)
- Note that such mods remain incompatible with this mod, this change merely
prevents crashes from occurring due to this incompatibility
0.0.2.2 / revision 4 'Stability++':
- Fixed an elusive crash in native code (hopefully)
- The camera now defaults to following the host
- If they are in custody, it falls back to the next available player or team
AI
- Changed 'View panning' checkbox texture
- Adjusted mod priority for better compatibility with other UI mods
- View panning is no longer frozen while players are dropping in
- Floating name labels are now displayed above players and team AI
- Moved the mod's UI elements to resolve a collision with the multi-profile
selector
- Fixed an issue where the mission briefing GUI background visibility is
toggled whenever profiles are switched
- Added preliminary support for themes to improve visual compatibility with
other UI mods
0.0.2.3 / revision 5 '555':
- Fixed a crash and incompatibility issue when HoloUI is present (thanks to
SlideDrum for the report and Luffy for the code fixes)
- Added rate limiting for context toggling to work around a crash in native
code that could occur when toggling is performed too frequently
0.0.2.4 / revision 6 'Change for change's sake':
- Updated for compatibility with BLT 2.x
- Added an empty placeholder icon (cba to make a proper one atm)
- Adjusted the mod's cleanup behavior for native objects to better conform with
the game's design
- Fixed an issue where some other instances of MenuBackdropGUI that are
irrelevant to the mission briefing GUI are also turned translucent (e.g.
offshore account displays in the safe house)
- Fixed a crash issue that could occur when disconnecting from a game with the
mission briefing GUI's background made translucent, but without first
spawning into the level

## About
This little mod restores the Safe House button on the main menu, which was removed in U110. As before, you will be prompted for confirmation to avoid unintentional loads (but this behavior can be configured to allow true one-click functionality). When accessed this way, the safe house will always be loaded in singleplayer mode. It uses the game's own translated strings whenever possible, so minimal external translations are necessary.
But why? Because the removal of that button has had an unexpectedly large adverse impact on my mod development workflow, to the point that I decided to reimplement it just to avoid retraining my muscle memory all over again.
(As at U111) You can still access the old safe house. Yes, really.
## Previews
![](https://i.imgur.com/K8pjLHM.png)
![Prompt for accessing both safe houses](https://i.imgur.com/qva9vuu.png)
![Mod options](https://i.imgur.com/q7SLYVg.png)
## Usage
Installation of the mod is straightforward - simply install the mod the same way as any other BLT mod. This mod integrates its options menu as a submenu of BLT's *Mod Options* menu.
## Credits
- The localizations loading code was from *TdlQ*'s excellent Lobby Player Info mod
- The Russian translations were provided by *crazy_forcer*
## Download
[http://download.paydaymods.com/download/latest/twoclicksafehouse](http://download.paydaymods.com/download/latest/twoclicksafehouse)
## Changelog
0.0.1 / revision 1:
- Initial release
0.0.2 / revision 2:
- Added support for loading the old safe house
0.0.3 / revision 3 'Over-engineering 101':
- Renamed the mod folder
- The mod will now attempt to remove any previous, obsolete versions that may be
present. You will be notified of the process' success or failure upon
completion
- Added Mod Options configuration menu
- Added an option to open the upgradable safe house GUI instead of loading
directly into it
- Added options for configuring the default selection, as well as true one-click
functionality (i.e. no confirmation prompt)
0.0.3.1 / revision 4 'OH SHIT TASEEEER':
- Updated for compatibility with BLT 2.x
- Removed the obsolete version cleanup code
- Added Russian translations by crazy_forcer
- Fixed an issue where the new safe house would be loaded in multiplayer mode
instead of singleplayer if loaded from the 'Upgradable Safe House GUI' option
- Fixed a preference lacking a valid fallback value
- Added an empty placeholder icon (cba to make a proper one atm)

## About
This mod replaces the contours around Uppers-enabled First Aid Kits (FAK) to allow them to be distinguished from basic ones. Basic FAKs retain their usual aquamarine contour, while Uppers-enabled FAKs now have a deeper blue contour. This mod works both when hosting and when connected as a client, but only you will be able to see the differing contours.
Recap: Uppers-enabled FAKs can instantly 'revive' you if your health goes to zero while you are within 5 meters of them, without incurring a down penalty. This applies even if you do not own the skill - as long as the player who placed the FAK owns the skill, you can benefit from it.
## Previews
![](https://i.imgur.com/j3jthaz.png)
![](https://i.imgur.com/0ogF8cq.jpg)
![](https://i.imgur.com/4F5U7oX.jpg)
## Usage
Installation of the mod is straightforward - simply install the mod the same way as any other BLT mod. No configuration is necessary.
## Download
[http://download.paydaymods.com/download/latest/uppersfakcontours](http://download.paydaymods.com/download/latest/uppersfakcontours)
## Changelog
0.0.1 / revision 1:
- Initial release

Various Text Changes is back!
This mod was last updated during 2015's Crimefest, where it was updated to the 'CS:GO version'. All changes made from that update have been reverted with VTC: Reloaded.
This mod aims to change a lot of different text in the game with a focus on consistency and conciseness, cutting down the wordiness of text and making it both shorter and consistent.
In VTC: Reloaded a lot of newer strings have been changed, as well as a lot of older ones that were either unchanged or changed to something stupid. A lot of heist names, for example, have been reverted to the originals since there was no issue with them. Heists that have had their names changed are heists such as Big Bank or The Diamond, where the name isn't very creative and could be more consistent, for example like Shadow Raid or Firestarter.
All the old versions of this mod, as well as a detailed change log, can be found in [this Google Drive folder](https://drive.google.com/drive/u/0/folders/0B6-zH0oR2l1ZQVhjR0t6T3luY0E).

Void UI replaces the in-game hud with a different design while providing some extra features with a good amount of customizability.
It might not be compatible with certain mods, specially other hud mods.
*If you find any bugs, crashes, compatibility issues with other non-hud mods or want to help with the localization, feel free to contact me.*
##Features:
- A fresh new look and feel for the in-game hud
- A Scoreboard where you can see your teammates loadout, kills, downs and ping
- A better chat with mouse support, message copying and scrolling
- A minimal mode for name labels when they are not needed
- Name labels, healthbars and correct outline colors for converted cops
- Text notifications for completing trophies and side-jobs
- Good amount of customization
- And some extra stuff
##Screenshots
![](https://i.imgur.com/LxzfMbT.jpg)
![](https://i.imgur.com/Rtj16iY.jpg)
![](https://imgur.com/MjyrTeg.jpg)
![](https://imgur.com/g5Xw0vG.jpg)
![](https://imgur.com/E3U8rCu.jpg)
[Screenshot album](https://imgur.com/a/AVN8T)
##Installation
1. Download the zip file
2. Copy the VoidUI folder inside the zip into your mods folder
##Contact
Email:
Steam Group: [Void UI](http://steamcommunity.com/groups/VoidUI)
Steam: [Xeletron™](http://steamcommunity.com/profiles/76561198035076861)

[Download Link](http://download.paydaymods.com/download/latest/vox)
**Requires BeardLib.**
A barebones alternative to Basic Voices. Rather than giving you keybinds for predefined voice commands, this mod allows you to set your own voice commands. You simply enter a voice ID, and this mod automatically adds a keybind for that voice ID.
You can add/remove voice ID's in the Mod Options menu, and assign keybinds in the Mod Keybinds menu. The UI could be better, but I have to work with what BLT gives me (which is not all that much).
[Voice ID reference](https://docs.google.com/spreadsheets/d/1m0LBg2PKpB-bnWfOFj40AglCI1dLmAHLH3ydi3Y7uz8/edit?pli=1#gid=0)

Wave Survived is getting 2 new assault states banners into the game.
- When the assault is ended, Wave Survived will come up.
- When the assault is endless, Endless Wave will come up.
http://download.paydaymods.com/download/latest/wavesurvived

## About
Sick of Payday 2's waypoints always huddling together near the center of the screen, and how long they take to settle into their normal positions while you whirl around trying to locate the target in question? With this mod, you can customize those behaviors.
This simple mod enables you to customize the time taken for off-screen waypoints to settle into their orbit or for them to settle back into their normal on-screen positions, as well as adjust said orbit's radius.
## Previews
![Payday 2 default orbit radius](https://i.imgur.com/G21bNgq.jpg)
![Reduced orbit radius](https://i.imgur.com/BnesWL2.jpg)
![Increased orbit radius](https://i.imgur.com/SLHVgdz.jpg)
## Usage
Installation of the mod is straightforward - simply install the mod the same way as any other BLT mod. This mod integrates its options menu as a submenu of BLT's *Mod Options* menu.
## Notes
- The localizations loading code was from *TdlQ*'s excellent Lobby Player Info mod
- The Escape menu text removal code and background halving setting were from *Armithaig*'s versatile Simple Voice Commands mod
## Download
[http://download.paydaymods.com/download/latest/201](http://download.paydaymods.com/download/latest/201)
## Changelog
0.0.1 / revision 1:
- Initial release
0.0.1.1 / revision 2 'Pointless banter':
- Updated for compatibility with BLT 2.x
- Added an empty placeholder icon (cba to make a proper one atm)
0.0.1.2 / revision 3:
- Updated the localizations loading code
- Changed the orbit radius slider to accurately reflect the actual, rounded
value being applied by the mod
- Refactored and optimized portions of the code to avoid repetitively indexing
tables to slightly improve efficiency

![Logo](http://www.imghost.eu/images/2016/04/10/WolfHUD_logo2.png)
This is a Mod collection of several useful HUD altering mods.
I've modified them and added features, I felt were needed or useful.
It was originally a recreated and updated version of GageHUD, since it was really outdated and kind of painful to maintain with all the mixxed up files.
Over time I added more and more useful Scripts and kind of became an All-in-One solution. But don't fear, it has already plenty of ingame Options for you to customize ;)
**I got the permission from _Seven_, _ViciousWalrus_, _Undeadsewer_,_FishTaco_, _friendIyfire_ and _Terminator01_ for the use of their scripts and from _Nervatel Hanging Closet Monster_ for using his icons.**
**Big thanks to [Kampfhörnchen](http://forums.lastbullet.net/member.php?action=profile&uid=19364) for creating a better logo and a banner, ^^**
### Mod Preview:
![Preview Image HUD](http://www.imghost.eu/images/2016/03/03/WolfHUD_1.jpg)
![Preview Image Tabscreen, LobbyPlayerInfo panel not included](http://www.imghost.eu/images/2016/03/03/WolfHUD_2.jpg)
#### HUD look and behaviour is customzable through ingame options.
___
### __Installation:__
__1.__ You need BLT to run this mod. Installation and download for that can be found [here](http://paydaymods.com/download/).
__2.__ Download the archive from the link provided below. Then simply extract that archive into your 'Payday 2/mods'-folder.
__3.__ Check the 'Included Mods'-list below, and remove or disable mods you have installed, that provide the same or quite similar features. Otherwise, you might crash.
__4.__ The game will create the folder for a mod_override called "WolfHUD_Textures". BLT will prompt you to update it after a game restart.
If it fails for some reason, you can manually download it [__here__](http://download.paydaymods.com/download/latest/wolfhud_textures). (PDMod version for Linux users [__here__](http://www.mediafire.com/file/sccy1y5bp21u70e/WolfHUD_Textures.pdmod).)
__5.__ (optional) The game will ask you if you want to install "Federal Inventory" on first startup.
If you choose to, it will create a folder for it and BLT will update it from there on, just like the previous one.
Manual download can be found [__here__](http://download.paydaymods.com/download/latest/fed_inv). (PDMod version for Linux users [__here__](http://www.mediafire.com/file/9eqqcw3z0jxohev/Federal_Inventory.pdmod).)
___
## [__Download__](http://download.paydaymods.com/download/latest/wolfhud)
*(Note: On Windows, you will get a notification dialog to update the required/optional mod_overrides.
On Linux you'll have to install the PDMod version manually, until support for the mod_override format arrives.
You can find the manual download links in the installation instructions.)*
___
### __Bug reports__:
_If you encounter any bugs, feel free to post about it on the issues tab on [__GitHUB__](https://github.com/Kamikaze94/WolfHUD)!_
Please try to provide information from your crashlog and the actions you and your teammates were doing, when you crashed. ;)
The Crashlog can be found at '%localappdata%/Payday 2/crashlog.txt'.
___
### __Included Mods__:
- [__CustomHUD__](https://bitbucket.org/pjal3urb/pd2-mods/src/), made by _Seven_, modified by _me_
- [__HudPanelList__](https://bitbucket.org/pjal3urb/pd2-mods/src/), made by _Seven_, updated by _me_
- [__KillCounter__](https://bitbucket.org/pjal3urb/pd2-mods/src/), made by _Seven_
- [__ToggleInteract__](https://bitbucket.org/pjal3urb/pd2-mods/src/), made by _Seven_, modified by _Iron Predator_ and _me_
- [__DoubleTap Granades__](https://bitbucket.org/pjal3urb/pd2-mods/src/), made by Seven
- [__AutoPickup__](https://bitbucket.org/pjal3urb/pd2-mods/src/), made by _Seven_
- [__WeaponLaserColor__](http://forums.lastbullet.net/mydownloads.php?action=view_down&did=13508), made by _Seven_
- [__Remember Gadget State__](https://bitbucket.org/pjal3urb/pd2-mods/src/), by _Seven_
- [__TabStats__](http://steamcommunity.com/groups/vocalminority/discussions/1/371918937288004449/), made by _friendIyfire_
- [__Numeric Suspicion__](https://github.com/cjur3/GageHud), made by _friendIyfire_ for GageHUD
- __FlashlightExtender__, made by _Seven_
- [__EnemyHealthbar__](http://forums.lastbullet.net/mydownloads.php?action=view_down&did=15127), made by _Undeadsewer_ for uHUD, modified by _me_
- __Dynamic Damage Indicator__, made by _me_
- __DamagePopup__, made by me
- __CustomWaypoints__, made by me, contains code from Seven
- [__BurstFire__](https://bitbucket.org/pjal3urb/pd2-mods/src/), made by _Seven_
- [__Real Ammo__](http://forums.lastbullet.net/mydownloads.php?action=view_down&did=15108), made by _FishTaco_
- __No Spam__, made by _Ahab_, _Seven_, _AmEyeBlind_ & _money123451_
- [__DrivingHUD__](http://forums.lastbullet.net/mydownloads.php?action=view_down&did=12982), made by _ViciousWalrus_ and _Great Big Bushy Beard_, modified by _me_
- [__Real Weapon Names__](http://forums.lastbullet.net/mydownloads.php?action=view_down&did=15433), made by _(AD) Jaqueto_, updated by _Terminator01_
- [__Buy all Assets__](http://forums.lastbullet.net/mydownloads.php?action=view_down&did=15367), made by _spenz_, updated by _=TBM= BangL_
_Smaller Menu Tweaks:_
- [__Always show Mod Icons__](http://forums.lastbullet.net/mydownloads.php?action=view_down&did=13975), made by _Slippai~_
- [__Slider Values__](http://forums.lastbullet.net/mydownloads.php?action=view_down&did=14800), made by _Snh20_
- __Show Weapon Names__, made by _me_
- __Show Skill Names__, made by me
- [__Skillset Info__](http://forums.lastbullet.net/mydownloads.php?action=view_down&did=15294), made by _Fooksie_
- __Custom Inventory Tab Names__, made by me
- Increased the maximum chars of custom Weapon/Mask/Skillset names
- __Federal Inventory__ (Mod Override)
- [weapon icons](http://forums.lastbullet.net/mydownloads.php?action=view_down&did=14240), [melee icons](http://forums.lastbullet.net/mydownloads.php?action=view_down&did=13910) and [mask icons](http://forums.lastbullet.net/mydownloads.php?action=view_down&did=13911) made by _Nervatel Hanging Closet Monster_
- [throwables, equipment, armor and heister portraits](http://forums.lastbullet.net/mydownloads.php?action=view_down&did=13916) made by _Luffy_
### Big credit goes to all of you!
#### Without your awesome mods, I would have quitted this game a long time ago!
_If I forgot to mention you, I'm really sorry._
_Please feel free to contact me, so I can credit you, for the awesome stuff you have made :)_
___
## [__Download__](http://download.paydaymods.com/download/latest/wolfhud)
*(Note: On Windows, you will get a notification dialog to update the required/optional mod_overrides.
On Linux you'll have to install the PDMod version manually, until support for the mod_override format arrives.
You can find the manual download links in the installation instructions.)*

**This mod requires BLT.**
#Introduction/Credits#
First of all thanks DMC, B1313, LazyOzzy, Seven et al. and all the folks behind DMCWO, without which this mod and many like it would never exist. Indeed some parts of the back-end use code which was first used in DMCWO, but mostly as a reference. I dislike using recycled code in general, I take things apart and see how they work and put them back together again. The ideas used are similar yet different, hopefully you can see beyond just the superficial, this is NOT just a lite version of DMCWO.
#Wait, yet another rebalance mod?#
Well, yes, but an actually properly tested and balanced rebalance mod. And tested extensively. With descriptions, option menus and planned future development. Almost every single weapon changed, and 130+ weapon mods.
Done partly as a proof-of-concept, partly to test new ideas and partly to fix a lot of annoyances that I always have had. Crafted with love and care from somebody with 0 lua experience to start.
#Note that this mod announces its presence in lobbies.#
If you're a coward and are rushing to comment it out you can do it through the options menu, however I highly discourage you from doing this. You can also disable damage falloff, burst-firing/akimbo single-fire as well as the Backup irons for the combat optic and Milspec if you want to. Highly recommend just sticking to default settings though.
#Too many changes to list, which is why this comes in handy#
* [Write-up](https://docs.google.com/document/d/1DNBwdF5ogIjk-PEitoBhKro5ZNU-Yv1-4GmBMC_iqAM)
* [Spreadsheet](https://docs.google.com/spreadsheets/d/1AvHIrwDzdVbJoAXCi7MWZbZGGiRSO-CpgDMFER01hSY)
* [Detailed Changelog from Vanilla (Outdated)](https://docs.google.com/document/d/1S1H1R9Rw_6cX5GB9r1t8gdUQaJd08k0UDg92AU9Is_0)
* [Steam Group](http://steamcommunity.com/groups/YOMCB/)
* [Version Changelog](https://docs.google.com/document/d/1CDEqlAMzmGI7prHhT072Tsuuh-SxIcRT7iSf6oGP51g/)
#Recommended Mods#
Hide Frontposts
AutoFireSoundFix
Weapon Attachment Customizer
More Weapon Stats (Note that damage falloff is not shown for ARs, and pickup rates are inaccurate for some weapon mods that affect these values)
#Installation#
**You will need BLT for this mod to function**, it can be found here:
http://paydaymods.com/download/
Once that is installed, put this entire folder into the folder called "mods" in your Payday 2 game directory. If this doesn't exist then create it.
Once done, download the > [**Latest YOMC Version**](http://download.paydaymods.com/download/latest/YOMC) <